Actor BasicActor
{
+SOLID
Radius 12
Height 12
Mass 99999
}


ACTOR LightPosts 2222
{
	Radius 10
	Height 150
	Health 99999
	Mass 10000000
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	States
	{
	Spawn:
		PSTE A 1
		PSTE A -1
		Stop
	}
}









ACTOR LightPosts2 1222
{
	Radius 12
	Height 70
	Health 99999
	Mass 10000000
	Scale 1.6
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	States
	{
	Spawn:
		PSTE C 1
		PSTE C -1
		Stop
	}
}



ACTOR LightPosts3 1223 //3D model
{
	Radius 6
	Height 90
	Health 500
	Mass 10000000
	Scale 1.6
	+SOLID
	+NOBLOOD
	+SHOOTABLE
	DamageFactor "Stomp", 999.9
	States
	{
	Spawn:
		PSTE B 1
		PSTE B 60
		TNT1 AAAA 0 A_SpawnItemEx("LightFlies", 0, 180, random(150, 180))
		TNT1 A 0 A_SpawnItemEx("LightPostShaft", 0, 180, 200)
		Loop
	Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SetAngle(angle-180)
	Death:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("POSTFAL", 1)
		TNT1 A 0 A_NoBlocking
		PSTE FGHIJ 3
		PSTE J -1
		Stop
	}
}


ACTOR LightPostsOff: LightPosts3 2221// 3D model, turned off
{
	States
	{
	Spawn:
		PSTE B 1
		PSTE B -1
		Stop
	}
}





ACTOR LightPostShaft
{

	XScale 1.6
	YScale 2.0
	Renderstyle Add
	Alpha 0.15
	+NOTONAUTOMAP
	+NOINTERACTION
	States
	{
	Spawn:
		LITS C 1 BRIGHT
		LITS C 61 BRIGHT
		Stop
	}
}


Actor LightFlies
{
+NOTONAUTOMAP
+NOINTERACTION
States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")
	
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SetScale(2.3, 2.0)
		Goto Live
		
	Spawn2:
		TNT1 A 4
		TNT1 A 0 A_SetScale(2.2, 2.2)
		Goto Live
		
	Spawn3:
		TNT1 A 7
		TNT1 A 0 A_SetScale(2.0, 1.6)
		Goto Live	
		
	Spawn4:
		TNT1 A 11
		TNT1 A 0 A_SetScale(2.0, 2.2)
		Goto Live
		
	
	Spawn5:
		TNT1 A 16
		TNT1 A 0 A_SetScale(-2.2, 2.0)
		Goto Live
		
	Spawn6:
		TNT1 A 24
		TNT1 A 0 A_SetScale(-2.2, 1.6)
		Goto Live
		
		
	Spawn7:
		TNT1 A 0
		TNT1 A 0 A_SetScale(-2.0, 2.0)
		Goto Live
		
	
	Spawn8:
		TNT1 A 20
		TNT1 A 0 A_SetScale(-2.2, 1.8)
		Goto Live
		
	Live:
		GRMT ABCDEFGHIJKLMNOPQRSTUWVXYZABCDEFGHIJKLMNOPQRSTUWVXYZ 1
		Stop
		
	Live2:
		GRMT ABCDEFGHIJKLMNOPQRSTUWVXYZABCDEFGHIJKLMNOPQRSTUWVXYZ 1
		Stop	
		
	Death:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	Stop
}
}





ACTOR LeafParticle
{
Speed 4
Gravity 0.1
+MISSILE
+THRUACTORS
+CLIENTSIDEONLY
+DOOMBOUNCE
BounceFactor 0.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XST2 ABACA 10
        Loop
    Death:

       XST2 A 100
        Stop
    Splash:
        XST2 A 100
        Stop
    }
}


ACTOR LeafParticle2
{
Speed 4
Gravity 0.1
+MISSILE
+THRUACTORS
+CLIENTSIDEONLY
+DOOMBOUNCE
BounceFactor 0.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        LEVP ABCB 10
        Loop
    Death:

       LEVR A 100
        Stop
    Splash:
        LEVR A 100
        Stop
    }
}



ACTOR BushPiece1: LeafParticle
{
Speed 8
Gravity 0.2
+DOOMBOUNCE
BounceFactor 0.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XST3  ABCD 10
        Loop
    Death:

       XST3 A 1000
        Stop
    Splash:
        XST3 A 1000
        Stop
    }
}


ACTOR BushPiece2: BushPiece1
{
Speed 9
Gravity 0.3
+DOOMBOUNCE
BounceFactor 0.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XST4  ABCD 10
        Loop
    Death:

       XST4 A 1000
        Stop
    Splash:
        XST4 A 1000
        Stop
    }
}


ACTOR WaterDriping 2225
{
	Height 1
	+NOBLOCKMAP +SPAWNCEILING +NOGRAVITY +FLOAT
	States
	{
	Spawn:
		CDRP A 20
		CDRP BC 4
		TNT1 A 0 A_SpawnItem("BrutalWaterDropOnFloor")
		TNT1 D 4
		Loop
	}
}

ACTOR BrutalWaterDropOnFloor
{
	+NOBLOCKMAP
	+MISSILE
	Speed 0
	Gravity 1.0
	-NOGRAVITY
	Radius 1
	Height 1
	Mass 1
	ActiveSound "world/waterdrips"
	States
	{
	Spawn:
	DRIP H 25
	Stop
	Death:
	    DRIP A 1 //A_PlaySound("DSWDRIP")
		DRIP BCDEFGH 1
		TNT1 A 0
		Stop
	}
}


ACTOR Toilet: SwitchableDecoration 2226
{
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+USESPECIAL
	MONSTER
	-COUNTKILL
	Activation THINGSPEC_Switch | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Mass 999999
	Radius 12
	Height 32
	Health 20
	Scale 0.7
	States
	{
	Spawn:
		TOIL A 1
		TOIL A -1
		Stop
	Death:	
		TOIL A 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_NoBlocking
	    TNT1 AAAAAAAA 0 A_CustomMissile ("ToiletPiece1", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("ToiletPiece2", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("ToiletPiece3", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAA 0 A_CustomMissile ("ToiletPiece4", 15, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAAAAAAAA 0 A_SpawnItem("SmokeSpawner11", 0, 25)
		TNT1 A 0 A_SpawnItem("BrutalWaterFountain")
		Stop
	Active:
	    TOIL B 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_PlaySound("FLUSH")
		TOIL B 30
		TOIL A 100
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 1)
		Goto Spawn
	Inactive:
		TOIL B 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_PlaySound("FLUSH")
		TOIL B 30
		TOIL A 100
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 1)
		Goto Spawn		
	}
}

Actor Toilet2IdontKnowWhyWeNeedThis: Toilet 1321
{
game Doom
}


ACTOR EdayWaterParticle
{
 Gravity 0.9
 +MISSILE
 +THRUACTORS
 -NOGRAVITY
 +CLIENTSIDEONLY
 +BOUNCEONWALLS
 Speed 9
 Scale 1.3
 Alpha 0.7
 Mass 0
 Radius 4
 Height 4
 Renderstyle Add
 States
 {
 Spawn:
 W3PH AABBCCDDDDDDDDDDD 2
 Stop
 Death:
 TNT1 A 0
 TNT1 A 0 A_Stop
 W3PH HIJKLMNOP 2
 Stop
 }
}


ACTOR EdayWaterShowerParticle : EdayWaterParticle
{
 Scale 1.0
 States
 {
 Spawn:
 WPR1 BCDDDDDDDDDDDDDDDDDDDDDDDD 1
 Stop
 }
}




ACTOR EdaySmallWaterParticle : EdayWaterParticle
{
 Scale 0.3
 Speed 2
 Gravity 0.2
 Radius 1
 Height 1
}


ACTOR BrutalWaterFountain
{
	+NOBLOCKMAP
	Radius 4
	Height 4
	Scale 0.7
	Alpha 0.9
	-FRIENDLY
	Renderstyle Add
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("AmbientSoundWaterFall2InsideCavern")
		Goto Spawn1
	Spawn1:
		CEFE ABCABCABC 2 A_CustomMissile ("EdayWaterParticle", 52, 0, random (0, 360), 2, random (65, 90))
		CEFE ABCABCABC 2 A_CustomMissile ("EdayWaterParticle", 52, 0, random (0, 360), 2, random (65, 90))
		TNT1 A 0 A_SpawnItemEx("WaterActivation",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Loop
	}
}



ACTOR ToiletPiece1
{
 Gravity 0.8
 Projectile
 +DOOMBOUNCE
 +THRUACTORS
 -NOGRAVITY
 +MISSILE
 +CLIENTSIDEONLY
 BounceFactor 0.3
 Speed 11
 Scale 1
 Mass 0
 Radius 4
 Height 4
 States
 {
 Spawn:
 TOIL D 6
 Loop
 Death:
 TOIL D 1
 TOIL D -1
 Stop
 }
}


ACTOR ToiletPiece2: ToiletPiece1
{
 BounceFactor 0.1
 Scale 0.6
}


ACTOR ToiletPiece3: ToiletPiece1
{
 BounceFactor 0.1
 Scale 0.3
}



ACTOR ToiletPiece4: ToiletPiece1
{
 States
 {
 Spawn:
 TOIL EFGH 5
 Loop
 Death:
 TOIL E 5
 TOIL E -1
 Stop
}
}




ACTOR CagedLights: BasicActor 2227
{
	Height 4
	Radius 12
	Health 5
	-SHOOTABLE
	+SPAWNCEILING +NOGRAVITY +FIXMAPTHINGPOS
	States
	{
	Spawn:
	    CAGE A 1
		CAGE A 2 BRIGHT A_SpawnItemEx("WorldWhiteFlareCagedLamp", 0, 0, -7)
		CAGE A -1
		Stop
	}
}


ACTOR Litter 1326
{
	Radius 8
	Height 2
	scale 1.0
	+CLIENTSIDEONLY
	+NOINTERACTION
	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
		
	Spawn1:	
		LITT A 1
		LITT A -1
		Stop
	
	Spawn2:	
		LITT B 1
		LITT B -1
		Stop
		
	Spawn3:	
		LITT C 1
		LITT C -1
		Stop
		
	Spawn4:	
		LITT D 1
		LITT D -1
		Stop	
	}
}

Actor Litter2: Litter 1327
{states
{spawn:
TNT1 A 0
Stop
}}


Actor Litter3: Litter2 1328
{Scale 0.9}

Actor Litter4: Litter2 1329
{Scale 1.1}



Actor Trash5Bottle: Litter 1330
{
Scale 0.7
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2", "Type3", "Type4", "Type5")
	Goto Type1
	
	Type1:
	    TRSB A 1
		TRSB A -1
		Stop
		
	Type2:
	    TRSB B 1
		TRSB B -1
		Stop
		
	Type3:
	    TRSB C 1
		TRSB C -1
		Stop
		
	Type4:
	    TRSB D 1
		TRSB D -1	
		Stop
		
    Type5:
	    TRSB E 1
		TRSB E -1	
		Stop
	}
}


Actor Box 1305
{
+SOLID
Radius 12
Height 12
states
	{
	Spawn:
	    UBOX A 1
		UBOX A -1
		Stop
	}
}


Actor Box2 1355
{
+SOLID
Radius 12
Height 12
states
	{
	Spawn:
	    UBOX B 1
		UBOX B -1
		Stop
	}
}


Actor Hidrant: Box 1306
{
+SHOOTABLE
+NOBLOOD
Mass 9999
Health 100
states
	{
	Spawn:
	    UHDR A 1
		UHDR A -1
		Stop
	
	Death:
		TNT1 A 0 A_NoBlocking
	   TNT1 A 0 A_SpawnItem("BrutalWaterFountain")
		Stop
	}
}

Actor Cone: Box 1307
{
states
	{
	Spawn:
	    UCON A 1
		UCON A -1
		Stop
	}
}

Actor Pandela1: Box 1309
{
states
	{
	Spawn:
	    UKTC F 1
		UKTC F -1
		Stop
	}
}

Actor Pandela2: Box 1310
{
states
	{
	Spawn:
	    UKTC G 1
		UKTC G -1
		Stop
	}
}


Actor Tires: Box 1311
{
states
	{
	Spawn:
	    UTIR A 1
		UTIR A -1
		Stop
	}
}

Actor RubbleSmall 1331
{
+FORCEXYBILLBOARD
Mass 999999
Scale 1.0
Radius 24
Height 16
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2")
	Goto Type1
	
	Type1:
	    RUBL A 1
		RUBL A -1
		Stop
		
	Type2:
	    RUBL B 1
		RUBL B -1
		Stop
	}
}

Actor RubbleMedium: RubbleSmall 1332
{
+SOLID
+SHOOTABLE
+NOBLOOD
Radius 32
Height 32
Scale 1.0
states
	{
	Spawn:
	    RUBL C 1
		RUBL C -1
		Stop
	}
}


Actor RubbleLarge: RubbleMedium 1333
{
Radius 64
Height 56
Scale 1.3
states
	{
	Spawn:
	    RUBL D 1
		RUBL D -1
		Stop
	}
}


Actor SignBusStop: RubbleMedium 1334
{
Radius 4
Height 92
states
	{
	Spawn:
	    RUBL E 1
		RUBL E -1
		Stop
	}
}


Actor SignStop: RubbleMedium 1335
{
Radius 4
Height 92
Health 50
states
	{
	Spawn:
	    RUBL F 1
		RUBL F -1
		Stop
	}
}







Actor GlassOnTHeFloor : RubbleSmall
{
-SOLID
Radius 0
Height 0
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
renderstyle add
alpha 0.8
xscale 0.9
yscale 0.4
states
	{
	Spawn:
		TNT1 A 0
   	TNT1 A 0
   	TNT1 A 0 A_jump(255,"death1","death2","death3","death4","death5","death6")
Death1:
	  GLP1 A 500
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION", 1)
      GLP1 A -1
	  Stop
Death2:
	  GLP1 B 500
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION", 1)
      GLP1 B -1
	  Stop
Death3:
	  GLP1 C 500
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION", 1)
      GLP1 C -1
	  Stop
Death4:
	  GLP1 D 500
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION", 1)
      GLP1 D -1
	  Stop
Death5:
	  GLP1 E 500
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION", 1)
      GLP1 E -1
      Stop
Death6:
	  GLP1 F 500
	  TNT1 A 0 A_ChangeFlag("NOINTERACTION", 1)
      GLP1 F -1
	  Stop
   }
}




Actor SummonGlass: RubbleSmall 1336
{
Radius 0
Height 0
states
	{
	Spawn:
	    TNT1 A 0
		NULL AAAAAAA 0 A_SpawnItemEx("GlassOntheFloor", random (45, -45), random (45, -45))
		TNT1 A 0
		Stop
	}
}



ACTOR TabbleLight 1539
{
	
	Radius 16
	Height 16
	Health 10
	Mass 200
	DeathSound "world/glassbreak"
	+SOLID
	+NOBLOOD
	+PUSHABLE
	+SHOOTABLE
	States
	{
	Spawn:
		LECM A -1
		Stop
	Death:
	    NULL A 0 A_Scream
		NULL AAAAAA 0 A_CustomMissile ("SFXGlassParticle1", 32, 0, random (0, 360), 2, random (0, 360))
		LECM BCD 5
		LECM D -1
    stop
	}
}


ACTOR LampShade: TabbleLight 1440
{
	
	States
	{
	Spawn:
		LECM G -1
		Stop
	Death:
	    NULL A 0 A_Scream
		NULL AAAAAA 0 A_CustomMissile ("SFXGlassParticle1", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0
    stop
	}
}


ACTOR Toaster: TabbleLight 1441
{
	
Scale 0.7
	States
	{
	Spawn:
		LECM F -1
		Stop
	Death:
	    NULL A 0 A_Scream
		NULL AAAAAA 0 A_CustomMissile ("SFXGlassParticle1", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0
    stop
	}
}


ACTOR CofeeMaker: TabbleLight 1442
{
	
	States
	{
	Spawn:
		LECM E -1
		Stop
	Death:
	    NULL A 0 A_Scream
		NULL AAAAAA 0 A_CustomMissile ("SFXGlassParticle1", 32, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0
    stop
	}
}


ACTOR FlowerPot: TabbleLight 1443
{
Scale 0.5
	
	States
	{
	Spawn:
		FLWR A -1
		Stop
	Death:
	    NULL A 0 A_Scream
		TNT1 AAAA 0 A_CustomMissile ("SFXBrownPieceParticle", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AA 0 A_CustomMissile ("SFXFlowerpot1Part1", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 A 0 A_CustomMissile ("SFXFlowerpot1Part2", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 A 0 A_CustomMissile ("SFXFlowerpot1Part3", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 A 0
    stop
	}
}





Actor Trashcan1: FlowerPot 1312
{
Radius 8
Height 16
Scale 0.6
Deathsound "METDIE"
Mass 200
Health 50
+PUSHABLE
states
	{
	Spawn:
	    UTRS A 1
		UTRS A -1
		Stop
		
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		UTRD A 1 A_Scream
		UTRD A -1
		Stop
	}
}



Actor Trashcan2: Trashcan1 1313
{
states
	{
	Spawn:
	    UTRS B 1
		UTRS B -1
		Stop
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		UTRB B 1 A_Scream
		UTRB B -1
		Stop	
	}
}


Actor Trashcan3: Trashcan1 1314
{
states
	{
	Spawn:
	    UTRS D 1
		UTRS D -1
		Stop
		
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		UTRD A 1 A_Scream
		UTRD A -1
		Stop	
	}
}


Actor Trashcan6: Trashcan1 1384
{
states
	{
	Spawn:
	    UTRS F 1
		UTRS F -1
		Stop
		
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		UTRD A 1 A_Scream
		UTRD A -1
		Stop	
	}
}


Actor TrashBag: Trashcan1 1315
{
Radius 12
Height 16
Deathsound "DSBRK2"
Scale 0.4
states
	{
	Spawn:
	    UTRS C 1
		UTRS C -1
		Stop
	
	Death:	
	    TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle1", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle3", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle5", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("SFXGarbageParticle6", 0, 0, random (0, 360), 2, random (10, 40))
		UTRD C 1 A_Scream
		UTRD C -1
		Stop
	}
}



Actor ExplosiveArea 1437
{

height 1
radius 1
-SOLID
+SHOOTABLE
+NOBLOOD
+NOGRAVITY
+THRUACTORS
Mass 9999999
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
damagefactor "Shrapnel", 0.0 damagefactor "KillMe", 0.0 damagefactor "Taunt", 0.0 damagefactor "Avoid", 0.0
damagefactor "Trample", 0.0 damagefactor "Kick", 100.0
Health 40
Scale 0.5
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A -1
		Stop
	Death:
	    TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	}
}

Actor ExplosiveArea2: ExplosiveArea 1438
{

height 96
radius 32
Health 200
}


Actor ExplosiveArea3: ExplosiveArea 1439
{

height 96
radius 32
Health 400
}


Actor WallDestroySpawnRubble: ExplosiveArea 5439
{

Health 30
states
	{
	Death:
	    TNT1 AAAA 0 A_CustomMissile ("StoneParticle2", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAA 0 A_CustomMissile ("StoneParticle1", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAA 0 A_CustomMissile ("StoneParticle3", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAA 0 A_CustomMissile ("StoneParticle4", 0, 0, random (0, 360), 2, random (10, 40))
	    TNT1 AAAAAA 0 A_CustomMissile ("DestroyedBuildingSmoke", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 AAAAAA 0 A_CustomMissile ("DestroyedBuildingSmokeSpawner", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("ROCKFAL")
		TNT1 A 500
		Stop
	}
}



Actor WallDestroyHard: ExplosiveArea 15439
{

Health 500
states
	{
	Death:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
	}
}


Actor WallDestroySpawnWood: ExplosiveArea 5441
{

Health 30
radius 32
height 12
states
	{
	Death:
	    TNT1 AA 0 A_CustomMissile ("SFXWoodParticle2", 0, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle1", 0, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle4", 0, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXBrownSmoke", 20, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 500
		Stop
	}
}


Actor WallDestroySpawnGlass: ExplosiveArea 5440
{

Health 30
states
	{
	Death:
	    TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXGlassParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("GLSFAL")
		TNT1 A 500
		Stop
	}
}



Actor TVDestroyEAS: ExplosiveArea 5640
{

Health 9999
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A 0 A_PlaySound("EAS", 2, 1, 1)
		TNT1 A -1
		Stop
	Death:
	    TNT1 A 1
	    TNT1 AA 0 A_CustomMissile ("SFXGlassParticle1", 30, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXGlassParticle2", 32, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXGlassParticle3", 36, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXGlassParticle4", 38, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFXSmall", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W1", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W2", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W3", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W4", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W5", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W6", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W7", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W8", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W9", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W10", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W11", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W12", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W13", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W14", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W15", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W16", 32, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_PlaySound("GLSFAL", 1)
		TNT1 A 0 A_PlaySound ("Sparks/Spawn", 3)
		TNT1 A 500
		Stop
	}
}

Actor TVDestroyStatic: TVDestroyEAS 5641
{
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A 0 A_PlaySound("Static", 2, 1, 1)
		TNT1 A -1
		Stop
	}
}

Actor ComputerDestroy: ExplosiveArea 5642
{
Height 32
Health 5
Radius 10
Species Marines
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A -1
		Stop
	Death:
	    TNT1 A 1
	    TNT1 AA 0 A_CustomMissile ("SFXGlassParticle1", 0, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXGlassParticle2", 2, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXGlassParticle3", 6, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXGlassParticle4", 8, random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFXSmall", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W1", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W2", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W3", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W4", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W5", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W6", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W7", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W8", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W9", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W10", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W11", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W12", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W13", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W14", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W15", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_CustomMissile ("SFXSpark_W16", 2, 0, random (0, 360), 2, random (67, 113))
		TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_PlaySound("GLSFAL", 1)
		TNT1 A 0 A_PlaySound ("Sparks/Spawn", 3)
		TNT1 A 500
		Stop
	}
}




Actor ImpBreakingWindow: ExplosiveArea 5447
{

Health 15000
states
	{
	Death:
		TNT1 A 1
		TNT1 A 0 A_CheckSight("NotYet")
		TNT1 A 0 A_Explode(500, 50)
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXGlassParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("GLSFAL")
		TNT1 A 0 A_CustomMissile("ImpJumpingFromWindow", 0, 0, 0, 2)
		TNT1 A 100
		Stop
	    
	NotYet:
		TNT1 A 10
		Goto Death
	}
}


ACTOR ImpJumpingFromWindow
{
	Radius 2
	Height 64
	Speed 2
    +MISSILE
	+SOLID
	Damage 0
	PROJECTILE
	-NOGRAVITY
	Gravity 1.0
	Scale 1.0
	States
	{
	Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0,15,0,1)
			TROT F 10000
			Loop
		XDeath:	
		Death:
		TROT ED 3
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItemEx ("DoomImp")
		TNT1 A 0 A_SpawnItemEx ("DoomImp", -18, -18)
		TNT1 A 0 A_SpawnItemEx ("DoomImp", 18, 18)
		TNT1 A 0 A_SpawnItemEx ("DoomImp", 18, -18)
		TNT1 A 0 A_SpawnItemEx ("DoomImp", -18, 18)
		Stop

	}
}

Actor VendingMachineDeathGlass: WallDestroySpawnGlass 5460
{

DropItem "HealthBonus", 105
DropItem "HealthBonus", 85
DropItem "HealthBonus", 75
DropItem "HealthBonus", 65
DropItem "HealthBonus", 45
DropItem "HealthBonus", 105
DropItem "HealthBonus", 55
DropItem "HealthBonus", 105
DropItem "HealthBonus", 35
+NORADIUSDMG
states
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
	    TNT1 AAAA 0 A_CustomMissile ("SFXGlassParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXGlassParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXGlassParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXGlassParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("GLSFAL")
		TNT1 A 500
		Stop
	}
}


Actor VendingMachineDeathMetal: WallDestroySpawnGlass 5461
{

DropItem "HealthBonus", 105
DropItem "HealthBonus", 85
DropItem "HealthBonus", 75
DropItem "HealthBonus", 65
DropItem "HealthBonus", 45
DropItem "HealthBonus", 105
DropItem "HealthBonus", 55
DropItem "HealthBonus", 105
DropItem "HealthBonus", 35
+NORADIUSDMG
states
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
	    TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 500
		Stop
	}
}


Actor WallDestroySpawnShrapnel: ExplosiveArea 5442
{

Health 30
states
	{
	Death:
	    TNT1 AAAA 0 A_CustomMissile ("SFXShrapnelParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXShrapnelParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXShrapnelParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("SFXShrapnelParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 500
		Stop
	}
}



Actor WallDestroyMachinery: ExplosiveArea 5448
{

Health 30
states
	{
	Death:
	    TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0 A_ChangeFlag("NOGRAVITY", 1)
		TNT1 AAAAAAAAAAAAAAAAAAAA 6 A_CustomMissile ("PLasmaSmoke", 0, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 500
		Stop
	}
}



ACTOR WallDestroyer : ExplosiveBarrel 12035
{

	Health 20
	Radius 0
	Height 0
	+NOGRAVITY
	Gravity 0
	Mass 99999999
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Trample", 0.0 damagefactor "Shrapnel", 0.0
	States
	{
	Spawn:
		TNT1 A 2
		Loop
	Death:
	    TNT1 A 0
	    TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	}
}


ACTOR WallExplosion : Rocket
{
	Speed 0
	States
	{
	Spawn:
		Goto Death
	}
}



Actor BrokenWindowSpawn
{
+THRUACTORS
+NOBLOCKMAP
+NOCLIP
Radius 1
Height 1
states
	{
	Spawn:
	    TNT1 AAAAA 0 A_CustomMissile ("SFXGlassParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAAA 0 A_CustomMissile ("SFXGlassParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAAA 0 A_CustomMissile ("SFXGlassParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AAAAA 0 A_CustomMissile ("SFXGlassParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("GLSFAL")
		TNT1 A 500
		Stop
	}
}


Actor FirePitsOfHell 1276
{
height 32
radius 32
+NOCLIP
+NOBLOCKMAP
+LOOKALLAROUND
Renderstyle Translucent
Scale 1.5
states
	{
	Spawn:
	    F1RE A 1
		TNT1 A 0 A_SpawnItemEx("HumanBBQ", 0, 0, 40)
		TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
	    TNT1 A 0
        TNT1 A 0 A_Playsound("props/redfire")
		
	Spawn1:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT1", 0, 140)
		Goto Stay
		
	Spawn2:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT2", 0, 140)
		Goto Stay
		
	Spawn3:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT3", 0, 140)
		Goto Stay
		
	Spawn4:
		FIRE A 1
		TNT1 A 0 A_SpawnItem("SuperRealisticFireSparksT4", 0, 140)
		Goto Stay	
		
	Stay:	
  		F1RE ABCDEFGH 1 bright
		F2RE ABCDEFGH 1 bright
		Loop
	}
}


ACTOR SuperRealisticFireSparksT1
{
Speed 0
-FORCEYBILLBOARD
+CLIENTSIDEONLY
+THRUACTORS
+NOGRAVITY
+FLOAT
Alpha 1.0
Renderstyle Add
    YScale 2.0
	XScale -2.0
	States
	{
    Spawn:
        XPFN ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
		XPFM ABCDEFG 1 BRIGHT
        Loop
	}
}

ACTOR SuperRealisticFireSparksT2: SuperRealisticFireSparksT1
{
    YScale 2.0
	XScale 3.0
}

ACTOR SuperRealisticFireSparksT3: SuperRealisticFireSparksT1
{
    YScale 2.0
	XScale -2.0
}


ACTOR SuperRealisticFireSparksT4: SuperRealisticFireSparksT1
{
    YScale 3.0
	XScale 2.5
}


Actor Detonator
{
height 64
radius 64
+SOLID
+SHOOTABLE
+NOBLOOD
+NOGRAVITY
mass 999999
Health 99999
Scale 0.8
states
	{
	Spawn:
	    TNT1 A 4
		Stop
}
}

Actor FireStinguisher 1281
{
height 22
radius 6
+SOLID
+SHOOTABLE
+NOBLOOD
	
	damagefactor "Kick", 0.0
	damagefactor "Melee", 0.0
	damagefactor "Fatality", 0.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Taunt", 0.0 damagefactor "KillMe", 0.0 damagefactor "Shrapnel", 0.0
Health 10
Scale 0.5
states
	{
	Spawn:
	    UFEX A 1
		UFEX A -1
		Stop
	Death:
	    TNT1 A 0
		THRF AA 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	}
}


Actor FireStinguisher2: FireStinguisher 1282
{
height 52
states
	{
	Spawn:
	    UFEX B 1
		UFEX B -1
		Stop
	Death:
	    TNT1 A 0
		THRF AA 0 A_SpawnItemEx ("Rocket",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		THRF A 0 A_SpawnItemEx ("Detonator",0,30,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop	
	}
}




Actor WaitingToExplode 8913
{

height 22
radius 6
-SOLID
-SHOOTABLE
+NOBLOOD
+NOGRAVITY
Health 500
Scale 0.5
states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A -1
		Stop
	Death:
	    TNT1 A 0 A_NoBlocking
		Stop
	}
}


Actor PlantVase823 1454
{
height 32
radius 14
+NOBLOOD
+SHOOTABLE
+SOLID
DamageFactor "Alarm", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0    damagefactor "Avoid", 0.0 
damagefactor "Shrapnel", 0.0	damagefactor "KillMe", 0.0
Health 5
Mass 9999
Scale 1.0
states
	{
	Spawn:
	    VAS7 A 1
		VAS7 A -1
		Stop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("DSBOTTLE")
		TNT1 AAAAA 0 A_CustomMissile ("VasePlantParticles", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("VasePieceParticles", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("VaseDirtParticles", 20, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 10
		Stop
	}
}



Actor PlantVase432: PlantVase823 1854
{
states
	{
	Spawn:
	    VAS7 B 1
		VAS7 B -1
		Stop
	}
}


ACTOR VaseDirtParticles
{
	Radius 2
	Height 2
	Speed 9
	Scale 0.5
	Projectile
	+RANDOMIZE
	+MISSILE
	Gravity 0.8
	-NOGRAVITY
	States
	{
	Spawn:
		DIRT A 10
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


ACTOR VasePieceParticles: VaseDirtParticles
{
	Scale 1.3
	States
	{
	Spawn:
		DIRT BCDE 2
		Loop
	Death:
	    DIRT E 0
		Stop
	}
}


ACTOR VasePlantParticles: VaseDirtParticles
{
Gravity 0.3
+DOOMBOUNCE
	Scale 1.0
	States
	{
	Spawn:
		DIRT FGHI 5
		Loop
	
	Death:
	    DIRT H 5
		Loop
	}
}





Actor CeilLamp1: Box 1316
{
Radius 8
Height 32
+NOGRAVITY
+NOCLIP
Scale 0.25
states
	{
	Spawn:
	    ULGT A 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("WorldWhiteFlareSmallLamp", 0, 0, 2)
		TNT1 A 0 A_SpawnItemEx("SmallTunnelLightsSpawned", 0, 0, 2)
		ULGT A -1 BRIGHT
		Stop
	}
}

Actor CeilLamp2: CeilLamp1 1317
{
Radius 8
Height 32
states
	{
	Spawn:
	    ULGT D 1
		TNT1 A 0 A_SpawnItemEx("TopLight1Orange", 0, 0, 5)
	    ULGT D -1 BRIGHT
		Stop
	}
}

Actor CeilLamp3: Box 1726
{
Radius 8
Height 24
+NOGRAVITY
+NOCLIP
+SPAWNCEILING
Scale 0.25
states
	{
	Spawn:
	    ULGT C 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("WorldWhiteFlareSmallLamp", 0, 0, 10)
		ULGT C -1 BRIGHT
		Stop
	}
}


ACTOR SmokePillar 3276
{
	Radius 12
	Height 12
	+NOINTERACTION
	Renderstyle Translucent
	Alpha 0.6
	States
	{
	Spawn:
		SMK8 I 1
	
	Live:
		TNT1 A 80
		TNT1 A 0 A_CustomMissile ("SmokePillarParticle", 24, 0, random (0, 360), 2, random (80, 90))
		Loop
	}
}

ACTOR SmokePillarParticle
{
    +CLIENTSIDEONLY
	+THRUACTORS
	+MISSILE
	Renderstyle Translucent
	Alpha 0.1
	+SKYEXPLODE
	+NOGRAVITY
	+FORCEXYBILLBOARD
	Radius 4
	Height 4
	Speed 1
	Scale 2.2
    States
    {
    Spawn:
	TNT1 A 0
	SMK8 II 2 A_FadeIn(0.4)
	SMK8 I 100
	Death:
	SMK8 IIIIIIIIIIIIIIIII 2 A_FadeOut(0.04)
	Stop
    }
}


ACTOR BurningBuilding 3277
{
	Radius 32
	Height 32
	+NOINTERACTION
	Renderstyle Translucent
	Alpha 0.6
	States
	{
	Spawn:
		SMK8 I 1
	
	Live:
		TNT1 AAAA 20 A_CustomMissile ("BurningBuildingParticle", 24, 0, 0, 2, random (40, 41))
		TNT1 A 0 A_CustomMissile ("SmokePillarParticleHorizontal", 24, 0, 0, 2, random (40, 41))
		Loop
	}
}

ACTOR SmokePillarParticleHorizontal: SmokePillarParticle
{
+NOGRAVITY
Speed 4
+CLIENTSIDEONLY
+NOINTERACTION
Alpha 1.0
Scale 8.0
    States
    {
    Spawn:
	TNT1 A 0
	SMK5 JIHGFEDCB 2
	SMK5 A 150
	Death:
	SMK5 BCDEFGHIJ 2
	Stop
    }
}

ACTOR BurningBuildingParticle: SmokePillarParticleHorizontal
{
Renderstyle Add
Scale 5.0
Speed 6
    States
    {
    Spawn:
	TNT1 A 0
	FIR3 AB 2 BRIGHT
	FIR3 CDEFGHIJKLMNOP 2 BRIGHT
	Stop
    }
}




ACTOR Manequim1 1395
{
	Radius 12
	Height 60
	scale 0.5
	+THRUACTORS
	States
	{
	Spawn:
		MQIM A 1
		MQIM A-1
		Stop
	}
}


ACTOR Manequim2 1396
{
	Radius 12
	Height 60
	scale 0.5
	+THRUACTORS
	States
	{
	Spawn:
		MQIM B 1
		MQIM B-1
		Stop
	}
}


ACTOR CyberdemonLord 8758
{
	Game Doom
	Health 20000
	Radius 130
	Height 460
	Mass 999999
	Speed 50
	Monster
	MinMissileChance 160
	+NOPAIN
	Scale 5.0
	+BOSS 
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	Damage 60
	damagefactor "sTOMP", 0.0
	damagefactor "ExplosiveImpact", 0.0
	//SeeSound "CYBRLRD"
	PainSound "cyber/pain"
	DeathSound "HUGEEXPL"
	ActiveSound "CYBRLA1"
	dAMAGEfACTOR "Desintegrate", 0.2
	Obituary "%o was smeared under the Cyber Demon Lord's iron hoof"
	States
	{
	Spawn:
		ANNI B 10 A_Look
		Loop
		
	See:
	    TNT1 A 0
	    ANNI G 10 A_FaceTarget
	    ANSA AB 6 A_FaceTarget
		TNT1 A 0 ACS_ExecuteAlways(33, 0, 0, 0, 0)
		TNT1 A 0 A_PLaySoundEx("CYBRLRD", 4, 0, 2)
		TNT1 A 0 Radius_Quake (22, 60, 0, 64, 0)
		ANSA CDEDCFGFCCDEDCFGFC 4 A_FaceTarget
		ANSA BA 6 A_FaceTarget
		ANNI G 10
		Goto Chase
		
	Chase:
		TNT1 A 0
		TNT1 A 0 A_PLaySoundEx("CYBRLWLK", 3, 0, 0)
		ANNI BB 2 A_Chase
		ANNI B 1 A_Chase("","")
		ANNI BB 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,55)
		TNT1 A 0 A_CustomMissile("CyberLordStomp")
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		ANNI CC 2 A_Chase
		ANNI C 3
		TNT1 A 0 A_PLaySoundEx("CYBRLWLK", 2, 0, 0)
		ANNI DD 2 A_Chase
		ANNI D 1 A_Chase("","")
		ANNI DD 2 A_Chase
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,-55)
		TNT1 A 0 A_CustomMissile("CyberLordStomp")
		ANNI AA 2 A_Chase
		ANNI A 3
		
		TNT1 A 0 A_PLaySoundEx("CYBRLWLK", 3, 0, 0)
		ANNI BB 2 A_Chase
		ANNI B 1 A_Chase("","")
		ANNI BB 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,55)
		TNT1 A 0 A_CustomMissile("CyberLordStomp")
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		ANNI CC 2 A_Chase
		ANNI C 3
		TNT1 A 0 A_PLaySoundEx("CYBRLWLK", 2, 0, 0)
		ANNI DD 2 A_Chase
		ANNI D 1 A_Chase("","")
		ANNI DD 2 A_Chase
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,-55)
		TNT1 A 0 A_CustomMissile("CyberLordStomp")
		ANNI AA 2 A_Chase
		ANNI A 3
		
		TNT1 A 0 A_PLaySoundEx("CYBRLWLK", 2, 0, 0)
		ANNI BB 2 A_Chase
		ANNI B 1 A_Chase("","")
		ANNI BB 2 A_Chase
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,55)
		TNT1 A 0 A_CustomMissile("CyberLordStomp")
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		ANNI CC 2 A_Chase
		TNT1 A 0 A_PLaySoundEx("CYBRLWLK", 3, 0, 0)
		ANNI C 3
		ANNI DD 2 A_Chase
		ANNI D 1 A_Chase("","")
		ANNI DD 2 A_Chase
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,-55)
		TNT1 A 0 A_CustomMissile("CyberLordStomp")
		ANNI AA 2 A_Chase
		ANNI A 3
		
		TNT1 A 0 A_PLaySoundEx("CYBRLA1", 4, 0, 2)
		Loop
	
	Idle:
		ANNI BB 2 A_Wander
		ANNI B 1 A_Look
		ANNI BB 2 A_Wander
		TNT1 A 0 A_SpawnItemEx("CyberLordStomp")
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,55)
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		ANNI CC 2 A_Look
		ANNI C 3 A_Look
		ANNI DD 2 A_Wander
		ANNI D 1 A_Look
		ANNI DD 2 A_Wander
		EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)
		TNT1 A 0 A_SpawnItemEx("CyberStep",12,-55)
		TNT1 A 0 A_SpawnItemEx("CyberLordStomp")
		ANNI AA 2 A_Look
		ANNI A 1 A_Look
		ANNI A 3 A_Look
		ANNI B 30 A_Look
		TNT1 A 0 A_SetAngle(Angle-30)
		ANNI B 60 A_Look
		TNT1 A 0 A_SetAngle(Angle+30)
		ANNI B 5 A_Look
		TNT1 A 0 A_SetAngle(Angle+30)
		ANNI B 60 A_Look
		TNT1 A 0 A_SetAngle(Angle-30)
		ANNI B 10 A_Look
		Loop
		
	Missile:
	    TNT1 A 0
		TNT1 a 0 A_jump(64, "Missile2")
		TNT1 A 0 A_JumpIfCloser(700, "missile2")
		ANNI E 4 A_FaceTarget
		
		ANNI E 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyberlordMissile",200,-80,0,0)
		TNT1 A 0 A_CustomMissile("CyberlordMissile",200,80,0,0)
		ANNI F 4 BRIGHT
		
		ANNI E 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyberlordMissile",200,-80,0,0)
		TNT1 A 0 A_CustomMissile("CyberlordMissile",200,80,0,0)
		ANNI F 4 BRIGHT
		
		Goto Chase
		
		
	Missile2:
		ANNI G 10 A_FaceTarget
	    ANSA AB 6 A_FaceTarget
		TNT1 A 0 A_PLaySoundEx("ICOFIRE", 1, 0, 2)
		ANSA CDEDC 4 A_CustomMissile("CyberlordMissile2",380,0,random(-10,10),0)
		TNT1 A 0 A_FaceTarget
		ANSA FGFC 4 A_CustomMissile("CyberlordMissile2",380,0,random(-10,10),0)
		TNT1 A 0 A_FaceTarget
		ANSA CDEDC 4 A_CustomMissile("CyberlordMissile2",380,0,random(-10,10),0)
		TNT1 A 0 A_FaceTarget
		ANSA FGFC 4 A_CustomMissile("CyberlordMissile2",380,0,random(-10,10),0)
		ANSA BA 6 A_FaceTarget
		ANNI G 10
		Goto Chase
	
	Pain:
		ANNI G 10 A_Pain
		Goto Chase
	Death:
		ANNI H 3
		TNT1 A 0 A_PLaySoundEx("CYBRLDIE", 4, 0, 2)
		TNT1 A 0 Radius_Quake (4, 170, 0, 64, 0)
		ANNI H 100
		TNT1 AAAA 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 450, 0, random (0, 360), 2, 90)
		TNT1 AAA 0 A_CustomMissile ("RidiculousExplosionSpawner", 200, 0, random (0, 360), 2, random (0, 60))
		TNT1 AAA 0 A_CustomMissile ("RidiculousExplosionSpawner", 200, 0, random (0, 360), 2, random (0, 20))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 332, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 300, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 300, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 230, 0, random (0, 360), 2, random (70, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 300, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 A_SpawnItem("GiantExplosionSound")
		TNT1 A 0 Radius_Quake (9, 170, 0, 64, 0)
		TNT1 A 0 A_Explode(300, 1000)
		ANNI I 3 A_Scream
		ANNI JKL 3
		ANNI M 3 A_NoBlocking
		ANNI NO 3
		ANNI P 3
		ANNI P -1 A_BossDeath
		Stop
	}
}

ACTOR CyberdemonLordMP: CyberdemonLord 8759
{
	DamageFactor "Normal", 0.33
}





ACTOR CyberdemonLordMinor: CyberdemonLord 8753
{
	Health 8000
	Radius 50
	Height 280
	Speed 25
	Scale 2.5
	Translation "16:47=128:143"
	States
	{
	Missile:
	    TNT1 A 0
		TNT1 a 0 A_jump(64, "Missile2")
		TNT1 A 0 A_JumpIfCloser(600, "missile2")
		ANNI E 4 A_FaceTarget
		
		ANNI E 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyberlordMissile",100,-80,0,0)
		TNT1 A 0 A_CustomMissile("CyberlordMissile",100,80,0,0)
		ANNI F 4 BRIGHT
		
		ANNI E 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("CyberlordMissile",100,-80,0,0)
		TNT1 A 0 A_CustomMissile("CyberlordMissile",100,80,0,0)
		ANNI F 4 BRIGHT
		
		Goto Chase
		
		
	Missile2:
		ANNI G 10 A_FaceTarget
	    ANSA AB 6 A_FaceTarget
		TNT1 A 0 A_PLaySoundEx("ICOFIRE", 1, 0, 2)
		ANSA CDEDC 4 A_CustomMissile("CyberlordMissile2",240,0,random(-10,10),0)
		TNT1 A 0 A_FaceTarget
		ANSA FGFC 4 A_CustomMissile("CyberlordMissile2",240,0,random(-10,10),0)
		TNT1 A 0 A_FaceTarget
		ANSA CDEDC 4 A_CustomMissile("CyberlordMissile2",240,0,random(-10,10),0)
		TNT1 A 0 A_FaceTarget
		ANSA BA 6 A_FaceTarget
		ANNI G 10
		Goto Chase
	}
}



ACTOR CyberLordStomp
{
    Radius 0
    Height 0
	Alpha 1.0
	RenderStyle Add
	Scale 0.9
	Speed 2
	Obituary "%o was smeared under the Cyber Demon Lord's iron hoof"
	+MISSILE
	PROJECTILE
	Damage 100
	Damagetype "Stomp"
    States
    {
    Spawn:
	Death:
	    TNT1 A 1
		TNT1 A 0 A_Explode (6000,250, 0)
		Stop

Stop
    }
}


ACTOR CyberLordMissile
{
	Alpha 1.0
	RenderStyle Add
	Speed 50
	Obituary "%o was smeared under the Cyber Demon Lord's iron hoof"
	+MISSILE
	PROJECTILE
	Damage 100
	Radius 8
	Height 8
	Damagetype "ExplosiveImpact"
    States
    {
    Spawn:
	    ANCB AB 1 BRIGHT A_SpawnItem("RedFlare")
		TNT1 A 0 A_SpawnItem("ExplosionSmoke")
		TNT1 A 0 A_SpawnItem("CyberlordMissileTrail")
		ANCB CA 1 BRIGHT A_SpawnItem("RedFlare")
		TNT1 A 0 A_SpawnItem("ExplosionSmoke")
		TNT1 A 0 A_SpawnItem("CyberlordMissileTrail")
		Loop
	Death:
	    TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -15)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
		TNT1 A 0 A_Explode
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ShrapnelParticle2", 0, 0, random (0, 360), 2, random (5, 90))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AAAAA 8 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		Stop

Stop
    }
}



ACTOR CyberLordMissile2: CyberLordMissile
{
	Alpha 1.0
	RenderStyle Add
	Obituary "%o was smeared under the Cyber Demon Lord's iron hoof"
	+MISSILE
	PROJECTILE
	Damage 20
	Radius 8
	Height 8
	Speed 35
	Damagetype "Fire"
    States
    {
    Spawn:
	    TNT1 A 0 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("CyberlordMissileTrail2", 1, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 1
		TNT1 A 0 A_CustomMissile ("CyberlordMissileTrail2", 1, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 1
		Loop
	Death:
		TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("CyberLordMissileTrail3", 1, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_EXPLODE(100, 200, 0)
		TNT1 A 8

TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("CyberLordMissileTrail3", 1, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_EXPLODE(100, 200, 0)
		TNT1 A 8

TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("CyberLordMissileTrail3", 1, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_EXPLODE(100, 200, 0)
		TNT1 A 8

TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("CyberLordMissileTrail3", 1, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_EXPLODE(100, 200, 0)
		TNT1 A 8
		
        Stop

Stop
    }
}



ACTOR CyberLordMissileTrail
{
	Alpha 1.0
	RenderStyle Add
	Speed 30
	Obituary "%o was smeared under the Cyber Demon Lord's iron hoof"
	+MISSILE
	PROJECTILE
	Damage 100
	Radius 8
	Height 8
	Damagetype "ExplosiveImpact"
    States
    {
    Spawn:
	    TNT1 A 2
	    ANCB DEFGHI 2 BRIGHT A_SpawnItem("RedFlare")
		Stop
    }
}

ACTOR CyberLordMissileTrail2: CyberLordMissileTrail
{
Speed 6
Scale 2.0
+DOOMBOUNCE
}



ACTOR CyberLordMissileTrail3: CyberLordMissileTrail
{
Speed 6
Scale 4.0
+DOOMBOUNCE
States
    {
    Spawn:
	    TNT1 A 2
	    ANCB DDEEFFGGHHII 2 BRIGHT A_SpawnItem("RedFlare")
		Stop
		}
}



Actor Wires1: Box 1444
{
Radius 8
Height 56
+NOGRAVITY
+NOCLIP
+SPAWNCEILING
Scale 0.5
states
	{
	Spawn:
	    WIRE A 1
		WIRE A -1
		Stop
	}
}


Actor Wires2: Wires1 1445
{
Scale 0.4
Height 48
states
	{
	Spawn:
	    WIRE B 1
		WIRE B -1
		Stop
	}
}


ACTOR Specimen1: Lightposts 1554
{
	Radius 10
	Height 20
	+FLOAT
	+FLOATBOB
	+NOGRAVITY
	States
	{
	Spawn:
		BIO7 B 1
		BIO7 B -1
		Stop
	}
}

ACTOR Specimen2: Specimen1 1555
{States
	{
	Spawn:
		BIO7 C 1
		BIO7 C -1
		Stop
	}}

ACTOR Specimen3: Specimen1 1556
{States
	{
	Spawn:
		BIO7 D 1
		BIO7 D -1
		Stop
	}}

ACTOR Specimen4: Specimen1 1557
{States
	{
	Spawn:
		BIO7 E 1
		BIO7 E -1
		Stop
	}}
	
ACTOR Specimen5: Specimen1 1558
{
Scale 1.3
States
	{
	Spawn:
		BIO7 F 1
		BIO7 F -1
		Stop
	}}
	
ACTOR Specimen6: Specimen1 1559
{
-FLOATBOB
States
	{
	Spawn:
		BIO7 A 1
		BIO7 A -1
		Stop
	}}
	
	


ACTOR TopLight1Red 8892
{
Radius 4
Height 1
XScale 0.5
YScale 1.0
+SPAWNCEILING
+NOGRAVITY
+FORCEYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION

Renderstyle Add
Alpha 0.2
States
{
 Spawn:
 LTRD A 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldRedFlare", 0, 0, -2)
 LTRD A -1 BRIGHT
 Stop
}
}

ACTOR FloorLight1Red 7892
{
Radius 4
Height 1
XScale 0.5
YScale -1.0
+CLIENTSIDEONLY
+NOINTERACTION
+FORCEYBILLBOARD

Renderstyle Add
Alpha 0.2
States
{
 Spawn:
 LTRD A 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldRedFlare", 0, 0, 0)
 LTRD A -1 BRIGHT
 Stop
}
}


ACTOR WorldRedFlare: TopLight1Red
{
Alpha 0.4
+FORCEXYBILLBOARD
-FORCEYBILLBOARD
XScale 0.4
YScale 0.2
States
{
 Spawn:
 LEYS R 1 BRIGHT
 LEYS R -1 BRIGHT
 Stop
}
}

ACTOR TopLight1Green: TopLight1Red 8893
{
States
{
 Spawn:
 LTRD B 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldGreenFlare", 0, 0, -2)
 LTRD B -1 BRIGHT
 Stop
}
}

ACTOR WorldGreenFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS G 1 BRIGHT
 LEYS G -1 BRIGHT
 Stop
}
}

ACTOR TopLight1White: TopLight1Red 8894
{
Alpha 0.2
States
{
 Spawn:
 LTRD C 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldWhiteFlare", 0, 0, -2)
 LTRD C -1 BRIGHT
 Stop
}
}

ACTOR WorldWhiteFlare: WorldRedFlare
{
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareLarge: WorldRedFlare
{
XScale 1.7
YScale 0.8
Alpha 0.6
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareLargeSmaller: WorldRedFlare
{
XScale 1.2
YScale 0.3
Alpha 0.5
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareSmallLamp: WorldRedFlare
{
XScale 0.9
YScale 0.15
Alpha 0.6
hEIGHT 1
rADIUS 1
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}


ACTOR WorldWhiteFlareCagedLamp: WorldRedFlare
{
XScale 0.7
YScale 0.17
Alpha 0.6
hEIGHT 1
rADIUS 1
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}

ACTOR WorldWhiteFlareVeryLarge: WorldWhiteFlareLarge
{
XScale 5.4
YScale 3.6
Alpha 1.0
+FLOATBOB
+FORCEXYBILLBOARD
States
{
 Spawn:
 LENZ A 1 BRIGHT
 LENZ A -1 BRIGHT
 Stop
}
}




ACTOR TopLight1WhiteLarge: TopLight1Red 8694
{
Alpha 0.25
Scale 1.2
States
{
 Spawn:
 LTRD C 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldWhiteFlareLargeSmaller", 0, 0, -6)
 LTRD C -1 BRIGHT
 Stop
}
}


ACTOR TopLight1Yellow: TopLight1Red 8895
{
States
{
 Spawn:
 Spawn:
 LTRD D 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldYellowFlare", 0, 0, -2)
 LTRD D -1 BRIGHT
 Stop
}
}

ACTOR WorldYellowFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS Y 1 BRIGHT
 LEYS Y -1 BRIGHT
 Stop
}
}

ACTOR TopLight1Blue: TopLight1Red 8896
{
States
{
 Spawn:
 Spawn:
 LTRD E 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldBlueFlare", 0, 0, -2)
 LTRD E -1 BRIGHT
 Stop
}
}

ACTOR WorldBlueFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS B 1 BRIGHT
 LEYS B -1 BRIGHT
 Stop
}
}

ACTOR LowerLight1White: TopLight1Red 8897
{
-SPAWNCEILING
-NOGRAVITY
States
{
 Spawn:
 LTRD F 5 BRIGHT
 LTRD F -1 BRIGHT
 Stop
}
}

ACTOR TopLight1Orange: TopLight1Red 8898
{
States
{
 Spawn:
 Spawn:
 LTRD G 1 BRIGHT
 TNT1 A 0 A_SpawnItemEx("WorldOrangeFlare", 0, 0, -2)
 LTRD G -1 BRIGHT
 Stop
}
}


ACTOR WorldOrangeFlare: WorldRedFlare
{
States
{
 Spawn:
 LEYS O 1 BRIGHT
 LEYS O -1 BRIGHT
 Stop
}
}

ACTOR TunnelLights 3826
{

	+NOGRAVITY
	+NOCLIP
	+SPAWNCEILING
	Radius 8
	Height 1
	XScale 1.4
	YScale 2.0
	Renderstyle Add
	Alpha 0.22
	States
	{
	Spawn:
		LITS A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("WorldWhiteFlareLarge", 0, 0, -6)
		//TNT1 A 0 A_SpawnItem("LiteGround")
		LITS A -1 BRIGHT
		Stop
	}
}


ACTOR SmallTunnelLightsSpawned: TunnelLights
{
	XScale 1.0
	YScale 1.5
		States
	{
	Spawn:
		LITS A 1 BRIGHT
		LITS A -1 BRIGHT
		Stop
	}
}



Actor LightsUnderwaterSpawner 4828
{
Radius 4
Height 4
+NOGRAVITY
States
	{
	Spawn:
		LITS A 1 BRIGHT
		TNT1 A 1 A_SpawnItemEx("LightsUnderWater", 0, 0, 32)
		//TNT1 A 1 A_SpawnItemEx("WorldWhiteFlareVeryLarge", 0, 0, 32)
		TNT1 A 0
		Stop
	}
}


ACTOR LightsUnderWater
{

	+NOGRAVITY
	+NOCLIP
	//+FORCEXYBILLBOARD
	+FORCEXYBILLBOARD
	Radius 8
	Height 1
	//XScale 1.4
	//YScale 2.4
	XScale 1.8
	YScale 2.4
	Renderstyle Add
	Alpha 0.7
	States
	{
	Spawn:
		TNT1 A 0
		//TNT1 AA 0 A_SpawnItemEx("TopLight1WhiteLargeUnderwater", 0, 0, -140)
		//TNT1 A 0 A_SpawnItem("LiteGround")
		Goto Live
		
	Live:
		//LITM ABCD 2 BRIGHT
		
		LITM ABCDEFGH 1 BRIGHT
		Loop
	}
}



ACTOR VolumetricLight 3436
{

	+NOGRAVITY
	+NOCLIP
	+FORCEYBILLBOARD
	Radius 8
	Height 1
	XScale 2.9
	YScale 2.9
	Renderstyle Add
	Alpha 0.15
	States
	{
	Spawn:
		LITS B 1 BRIGHT
		LITS B -1 BRIGHT
		Stop
	}
}

ACTOR VolumetricLightLong : VolumetricLight  3476
{
	XScale 1.0
	YScale 3.0
	Alpha 0.2
}


ACTOR VolumetricLightGreen : VolumetricLight 3437
{
	Alpha 0.2
	States
	{
	Spawn:
		LITS C 1 BRIGHT
		LITS C -1 BRIGHT
		Stop
	}
}

ACTOR VolumetricLightOrange : VolumetricLight 3438
{
Alpha 0.08
	States
	{
	Spawn:
		LITS D 1 BRIGHT
		LITS D -1 BRIGHT
		Stop
	}
}

ACTOR VolumetricLightRed : VolumetricLight 3439
{
	XScale 2.9
	YScale 2.2
	States
	{
	Spawn:
		LITS E 1 BRIGHT
		LITS E -1 BRIGHT
		Stop
	}
}

ACTOR TunnelLightsLowContrast: TopLight1WhiteLarge 3827
{
	//XScale 0.9
	//YScale 0.5
	Alpha 0.4
}



ACTOR Torch 871
{
	Radius 0
	Height 0
	+NOCLIP
    +NOGRAVITY
	States
	{
	Spawn:
		TORC ABCD 2 BRIGHT A_SpawnItem("RedFlare", 0, 40)
		Loop
	}
}


ACTOR Nail
{
	Radius 20
	Height 20
	Speed 40
	FastSpeed 40
	Damage 10
	Projectile
	SeeSound "Weapons/NailFire"
	DeathSound "Weapons/NailHit"
    +RIPPER
    +MISSILE
	States
	{
	Spawn:
        TNT1 A 0 A_PlaySound("Weapons/NailFire")
        NLPJ A 1 A_Recoil(-5)
		Goto Spawn+1
	Death:
		NLPJ BCDEFGHI 4
		Stop
	}
}

ACTOR NailTrap
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
        NLPJ B 5
	    NLPJ BBBBBBBBB 6 A_CustomMissile("Nail", 15, 0, 0, 1)
        NLPJ B 5
        Stop
    }
}

ACTOR NailTrap2
{
    SpawnId 232
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
        NLPJ B 5
	    NLPJ BBBBBBBBB 6 A_SpawnItem("Nail")
        NLPJ B 5
        Stop
	}
}

ACTOR RoffCandle 587
{
	Game Doom
	Radius 16
	Height 68
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		CAN5 ABC 3 BRIGHT
		Loop
	}
}



ACTOR CeilFanOn 588
{
	Game Doom
	Radius 16
	Height 40
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	Scale 0.8
	States
	{
	Spawn:
		CEFA ABC 3
		Loop
	}
}


ACTOR CeilFanOff: CeilFanOn 589
{
+SHOOTABLE
+NOBLOOD
PainChance 255
Health 999999
Mass 999999
	States
	{
	Spawn:
		CEFA A 1
		CEFA A -1
		Stop
	Pain:
		CEFA ABC 1
		CEFA ABCAABBCCAABBBCCCC 2
		Goto Spawn
	}
}



ACTOR Map21Marines 4304
{
	
	Game Doom
	Health 300
	Radius 4
	Height 56
	Speed 4
	PainChance 50
	Monster
	+FLOORCLIP
	+FRIENDLY
	+MISSILEMORE
	+MISSILEEVENMORE
	+DONTHURTSPECIES
	+MTHRUSPECIES
	+LOOKALLAROUND
	+NOBLOCKMONST
	+THRUSPECIES
	MaxTargetRange 99999
	Species "Marines"
	damagefactor "Taunt", 0.0	damagefactor "Head", 0.0	damagefactor "CancelTeleportFog", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "KillMe", 0.0	damagefactor "FriendBullet", 0.0
	damagefactor "kick", 0.0 damagefactor "Stomp", 0.0
	SeeSound "none"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	States
	{
	Spawn:
		PLAY A 1 A_Look
		Goto See
	See:
		TNT1 A 0
		PLAY AAAABBBB 1 A_Chase
		PLAY CCCCDDDD 1 A_Chase
		Goto Spawn
	Missile:
		TNT1 A 0
		PLAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		PLAY E 4
		TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
		Goto See
		
	StrafeLeft:
		PLAY A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		PLAY B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		PLAY C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		PLAY D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See
		
	StrafeRight:
		PLAY A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		PLAY B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		PLAY C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		PLAY D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See	
	FallBack:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		PLAY ABCD 4 A_Recoil(3)
		Goto See
		
	Pain:
		PLAY G 3
		PLAY G 3 A_Pain
		Goto See
	Death:
		PLAY H 5
		PLAY I 5 A_Scream
		PLAY J 5 A_NoBlocking
		PLAY K 5
		PLAY L -1
		Stop
	}
}


ACTOR Map21MarinesVariation1: Map21Marines 4105
{
	States
	{
	Spawn:
		NPM1 A 1 A_Look
		Goto See
	See:
		TNT1 A 0
		NPM1 AAAABBBB 1 A_Chase
		NPM1 CCCCDDDD 1 A_Chase
		Goto Spawn
	Missile:
		TNT1 A 0
		NPM1 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM1 E 4
		TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
		Goto See
		
	StrafeLeft:
		NPM1 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM1 B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		NPM1 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM1 D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See
		
	StrafeRight:
		NPM1 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM1 B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		NPM1 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM1 D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See	
	FallBack:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		NPM1 ABCD 4 A_Recoil(3)
		Goto See
		
	Pain:
		NPM1 G 3
		NPM1 G 3 A_Pain
		Goto See
	Death:
		NPM1 H 5
		NPM1 I 5 A_Scream
		NPM1 J 5 A_NoBlocking
		NPM1 K 5
		NPM1 L -1
		Stop
	}
}


ACTOR Map21MarinesVariation2: Map21Marines 4106
{
	States
	{
	Spawn:
		NPM2 A 1 A_Look
		Goto See
	See:
		TNT1 A 0
		NPM2 AAAABBBB 1 A_Chase
		NPM2 CCCCDDDD 1 A_Chase
		Goto Spawn
	Missile:
		TNT1 A 0
		NPM2 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM2 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM2 E 4
		TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
		Goto See
		
	StrafeLeft:
		NPM2 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM2 B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		NPM2 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM2 D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See
		
	StrafeRight:
		NPM2 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM2 B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		NPM2 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM2 D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See	
	FallBack:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		NPM2 ABCD 4 A_Recoil(3)
		Goto See
		
	Pain:
		NPM2 G 3
		NPM2 G 3 A_Pain
		Goto See
	Death:
		NPM2 H 5
		NPM2 I 5 A_Scream
		NPM2 J 5 A_NoBlocking
		NPM2 K 5
		NPM2 L -1
		Stop
	}
}


ACTOR Map21MarinesVariation3: Map21Marines 4107
{
	States
	{
	Spawn:
		NPM3 A 1 A_Look
		Goto See
	See:
		TNT1 A 0
		NPM3 AAAABBBB 1 A_Chase
		NPM3 CCCCDDDD 1 A_Chase
		Goto Spawn
	Missile:
		TNT1 A 0
		NPM3 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM3 E 4
		TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
		Goto See
		
	StrafeLeft:
		NPM3 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM3 B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		NPM3 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM3 D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See
		
	StrafeRight:
		NPM3 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM3 B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		NPM3 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM3 D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See	
	FallBack:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		NPM3 ABCD 4 A_Recoil(3)
		Goto See
		
	Pain:
		NPM3 G 3
		NPM3 G 3 A_Pain
		Goto See
	Death:
		NPM3 H 5
		NPM3 I 5 A_Scream
		NPM3 J 5 A_NoBlocking
		NPM3 K 5
		NPM3 L -1
		Stop
	}
}

ACTOR FriendlyTank: Map21Marines 4305
{
	Health 4000
	
	Radius 32
	Height 56
	Scale 1.5
	Mass 9999999999999
	Speed 0
	+NOPAIN
	+LOOKALLAROUND
	+NOBLOOD
	States
	{
	Spawn:
		TANK A 1 A_Look
		Goto See
	Spawn2:	
		TANK A 1 A_Look
		Goto See
	See:
		TNT1 A 0
		TANK AAAAAAAA 1 A_Chase
		TNT1 A 0 A_ClearTarget
		Goto Spawn2
	Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "WrongTarget")
		TANK A 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TANK B 4 BRIGHT A_CustomMissile("FriendlyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TANK A 100
		TNT1 A 0 A_ClearTarget
		Goto See
	WrongTarget:
		TANK A 1
		TNT1 A 0 A_ClearTarget
		Goto See
	Death:
		TNT1 A 0 A_SpawnItem("SmokePillar")
		TNT1 A 0 A_SpawnItem("FirePitsOfHell")
		TNT1 A 0 A_Explode(500, 300)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner", 10, 0, random (0, 360), 2, random (80, 90))
		TNT1 AAA 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner2", 10, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SFXBigExplosionFlamesNoSmoke", 10, 0, random (0, 360), 2, random (0, 40))
	    
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", 50, random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", 50, random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", 50, random (-45, 35))
		TNT1 AA 0 A_CustomMissile ("BarrelShrapnel1", 75, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel2", 65, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel3", 45, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel4", 45, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 40, 0, random (0, 360), 2, random (40, 90))
		EXPL A 0 Radius_Quake (3, 48, 0, 30, 0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("SFXSpawnedExplosion1", 0, 0, random (0, 360), 2, random (0, 20))
		TNT1 A 6 A_CustomMissile ("SFXExplosionSpawner1", 0, 0, random (0, 360), 2, random (80, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ShrapnelParticle2", 0, 0, random (0, 360), 2, random (5, 90))
		TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAA 8
		Stop
	}
}


ACTOR StationaryMarineGuardingArea: Map21Marines 4316
{
	Health 100
	Speed 0
	Height 56
	Mass 400
	States
	{
	Spawn:
		PLAY A 1 A_Look
		Goto See
	Spawn2:	
		PLAY A 1 A_Look
		Goto See
	See:
		PLAY A 0
		PLAY EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		PLAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		PLAY E 2
		
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		PLAY E 2
		
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		PLAY E 10
		Goto See
	Pain:
		PLAY G 3
		PLAY G 3 A_Pain
		Goto See	
	}
}




ACTOR StationaryMarineGuardingArea2: StationaryMarineGuardingArea 4317
{
	States
	{
	Spawn:
		NPM1 A 1 A_Look
		Goto See
	Spawn2:	
		NPM1 A 1 A_Look
		Goto See
	See:
		PLAY A 0
		NPM1 EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		NPM1 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM1 E 2
		
		NPM1 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM1 E 2
		
		NPM1 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM1 E 10
		Goto See
	Pain:
		NPM1 G 3
		NPM1 G 3 A_Pain
		Goto See
		
	Death:
		NPM1 H 5
		NPM1 I 5 A_Scream
		NPM1 J 5 A_NoBlocking
		NPM1 K 5
		NPM1 L -1
		Stop	
	}
}



ACTOR StationaryMarineGuardingArea3: StationaryMarineGuardingArea 4318
{
	States
	{
	Spawn:
		NPM2 A 1 A_Look
		Goto See
	Spawn2:	
		NPM2 A 1 A_Look
		Goto See
	See:
		PLAY A 0
		NPM2 EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		NPM2 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM2 E 2
		
		NPM2 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM2 E 2
		
		NPM2 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM2 E 10
		Goto See
	Pain:
		NPM2 G 3
		NPM2 G 3 A_Pain
		Goto See	
		
	Death:
		NPM2 H 5
		NPM2 I 5 A_Scream
		NPM2 J 5 A_NoBlocking
		NPM2 K 5
		NPM2 L -1
		Stop	
	}
}


ACTOR StationaryMarineGuardingArea4: StationaryMarineGuardingArea 4319
{
	States
	{
	Spawn:
		NPM3 A 1 A_Look
		Goto See
	Spawn2:	
		NPM3 A 1 A_Look
		Goto See
	See:
		PLAY A 0
		NPM3 EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		NPM3 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM3 E 2
		
		NPM3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM3 E 2
		
		NPM3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
		NPM3 E 10
		Goto See
	Pain:
		NPM3 G 3
		NPM3 G 3 A_Pain
		Goto See
		
	Death:
		NPM3 H 5
		NPM3 I 5 A_Scream
		NPM3 J 5 A_NoBlocking
		NPM3 K 5
		NPM3 L -1
		Stop	
	}
}


Actor Map21MarineTracer: FastProjectile
{
	Projectile
	+RANDOMIZE
	+FORCEXYBILLBOARD
	+DONTSPLASH
    +BLOODSPLATTER 
    +NOEXTREMEDEATH
	damage 1
	radius 2
	height 2
	speed 200
	renderstyle ADD
	alpha 0.9
	scale .15
	species "Marines"
	+THRUSPECIES
		states
		{
		Spawn:
			TRAC A 1 BRIGHT
			Loop
		Death:
			TNT1 A 1 A_SpawnItem("HitPuff")
			Stop
		XDeath:
		TNT1 A 0
		Stop
	}
}




Actor FriendlyTankProjectile: Map21MarineTracer
{
Scale 2.0
Damage 100
Speed 70
Alpha 1.0
DamageType "ExplosiveImpact"
		states
		{
		Spawn:
			TNT1 A 1
			TNT1 A 0 A_SpawnItem("TankShellTrails")
			TNT1 A 1
			TNT1 A 0 A_SpawnItem("TankShellSmoke")
			TNT1 A 0 A_SpawnItem("TankShellMuzzle")
		Spawn2:
			TNT1 A 1 BRIGHT
			TNT1 A 0 A_SpawnItem("TankShellTrails")
			Loop
		XDeath:	
		Death:
			TNT1 A 0
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("SFXSpawnedExplosion1", 0, 0, random (0, 360), 2, random (0, 30))
			TNT1 A 0 A_CustomMissile ("SFXExplosionSpawner2", 0, 0, random (0, 360), 2, random (80, 90))
			TNT1 A 0 A_Explode(500, 200, 0)
					TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -15)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (4, 36, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ShrapnelParticle2", 0, 0, random (0, 360), 2, random (5, 90))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		EXP1 ABCDEFGHIJKLMN 3 BRIGHT
		Stop
	}
}



Actor TankShellTrails
{
Scale 1.0
+CLIENTSIDEONLY
+NOINTERACTION
Renderstyle Add
Alpha 1.0
states
	{
	Spawn:
	    TNSH A 1 BRIGHT
		TNSH AAAAAAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut(0.12)
		Stop
	}
}


Actor TankShellSmoke
{
Scale 5.0
+CLIENTSIDEONLY
+NOINTERACTION
Renderstyle Translucent
Alpha 0.5
states
	{
	Spawn:
		PUF2 AABCDEFGHIJKLMNOPQRSTUVWXYZ 2
		PUF3 ABC 2
		Stop
	}
}


Actor TankShellMuzzle
{
Scale 1.0
+CLIENTSIDEONLY
+NOINTERACTION
Renderstyle Add
Alpha 1
states
	{
	Spawn:
		TANK C 4 BRIGHT
		TNT1 A 5
		TNT1 A 0 A_SpawnItem("TankShellSmoke")
		Stop
	}
}


Actor MarineCrouching 4795
{
+THRUACTORS
Scale 1.0
states
	{
	Spawn:
	    PLYC A 1
		PLYC A -1
		Stop
	}
}




ACTOR AmericanFlag: LightPosts 4796
{
	
	Radius 4
	Height 64
	Scale 0.6
	States
	{
	Spawn:
		FLAG M 1
		FLAG M -1
		Stop
	}
}


ACTOR LampshadeOther: LightPosts 4797
{
	
	Radius 6
	Height 12
	Scale 0.6
	States
	{
	Spawn:
		ABAJ A 1
		ABAJ A -1
		Stop
	}
}



ACTOR SFXAmbient7264 5587
{
	Radius 2
	Height 2
	+NOCLIP
	+THRUACTORS
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 10
		TNT1 A 0 A_GiveInventory("IsTacticalClass", 1)
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "Normal")
		Goto Idle
	Idle:
		TNT1 A 1
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0)
		Loop
	Normal:
		TNT1 A 0
		Stop
	}
}	


ACTOR CofeeMachine: LightPosts 4798
{
	
	Radius 16
	Height 18
	Scale 0.6
	States
	{
	Spawn:
		CAFE A 1
		CAFE A -1
		Stop
	}
}

ACTOR PlasticCups: LightPosts 4199
{
	
	Radius 0
	Height 0
	Scale 0.6
	States
	{
	Spawn:
		COPO A 1
		COPO A -1
		Stop
	}
}




ACTOR Shower: SwitchableDecoration 4899
{
	
	Radius 4
	Height 80
	+USESPECIAL
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	+THRUACTORS
	Speed 0
	Activation THINGSPEC_Switch | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 2.0
	States
	{
	Spawn:
		SHOW A 1
		SHOW A -1
		Stop
	Active:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL1", 2, 1, 1)
		TNT1 A 0 A_SpawnItemEx("WaterActivation",10,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		SHOW AAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("EdayWaterShowerParticle", 80, 0, random (0, 360), 2, random (265, 275))
		Loop
	Inactive:
		SHOW A 1
		TNT1 A 0 A_StopSound(2)
		SHOW A -1
		Goto Spawn	
	}
}


ACTOR FaucetWater: SwitchableDecoration 4898
{
	Radius 12
	Height 12
	+USESPECIAL
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	+THRUACTORS
	Speed 0
	Activation THINGSPEC_Switch | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A -1
		Stop
	Active:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL1", 2, 1, 1)
		TNT1 A 0 A_SpawnItemEx("WaterActivation",20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("EdaySmallWaterParticle", 5, 0, random (-1, 1), 2, random (300, 310))
		Loop
	Inactive:
		TNT1 A 1
		TNT1 A 0 A_StopSound(2)
		TNT1 A -1
		Goto Spawn	
	}
}

ACTOR WaterActivation//: SwitchableDecoration
{
	
	Radius 24
	Height 64
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	+THRUACTORS
	Speed 0
	MaxTargetRange 150
	//Activation THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 0.6
	States
	{
	Spawn:
	    TNT1 A 1
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 30
		TNT1 A 0 A_JumpIfInTargetLOS("Active", 30, JLOSF_DEADNOJUMP, 50)
		//TNT1 A 0 A_JumpIFCloser(50, "CheckActivation")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		Stop
	Active:
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 1
		TNT1 A 0 A_PlaySound("SLURPING", 1)
		TNT1 A 0 A_Print("You drink some water", 1)
		TNT1 A 0 A_GiveToTarget("Health", 1)
		TNT1 A 100
		Stop
	}
}


ACTOR HealthDrinkingWater : Health
{
	Game Doom
	-COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Inventory.PickupMessage "You drink some water"
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 10
		Stop
	}
}

ACTOR Cup: LightPosts 4800
{
	
	Radius 2
	Height 2
	Scale 0.6
	States
	{
	Spawn:
		CUPB A 1
		CUPB A -1
		Stop
	}
}


ACTOR CandyMachine: LightPosts 4801
{
	
	Radius 12
	Height 64
	Scale 0.6
	Health 50
	States
	{
	Spawn:
		CADY A 1
		CADY A -1
		Stop
	Death:
		CADY B 1
		CADY B -1
		Stop
	}
}

ACTOR Telephone: LightPosts 4806
{
	
	Radius 4
	Height 4
	Scale 0.6
	States
	{
	Spawn:
		TELP A 1
		TELP A -1
		Stop
	}
}


ACTOR Broom1: LightPosts 4802
{
	
	Radius 4
	Height 46
	Scale 0.6
	States
	{
	Spawn:
		BROO A 1
		BROO A -1
		Stop
	}
}


ACTOR Broom2: LightPosts 4803
{
	
	Radius 4
	Height 46
	Scale 0.6
	States
	{
	Spawn:
		BROO B 1
		BROO B -1
		Stop
	}
}


ACTOR WetFloorSign: LightPosts 4804
{
	
	Radius 4
	Height 16
	Scale 0.6
	States
	{
	Spawn:
		SIGN X 1
		SIGN X -1
		Stop
	}
}


ACTOR Umbrella1: LightPosts 4805
{
	
	Radius 2
	Height 60
	XScale 1.1
	ySCAle 0.9
	States
	{
	Spawn:
		GDSO A 1
		GDSO A -1
		Stop
	}
}




ACTOR PortalParticleSpawner 7276
{
	Radius 12
	Height 12
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 2
		TNT1 A 0 A_CheckSight("Spawn2")
		TNT1 A 0 bright A_CustomMissile ("PortalParticle1", 8, 0, random (-20, 20), 2, random (5, 30))
		TNT1 A 0 bright A_CustomMissile ("PortalParticle2", 8, 0, random (-40, 40), 2, random (5, 30))
		Loop
	Spawn2:
		TNT1 A 6
		Goto Spawn
	}
}

ACTOR PortalParticle1: SmokePillarParticle
{
	Speed 12
	Scale 2.0
	Alpha 1.0
	Renderstyle Add
    States
    {
    Spawn:
	TNT1 A 0
	Death:
	SH1K ABCDEFG 4 BRIGHT
	Stop
    }
}


ACTOR PortalParticle2: SmokePillarParticle
{
	Speed 7
	Scale 4.0
	Alpha 0.2
	Renderstyle Translucent
    States
    {
    Spawn:
	BSP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 BRIGHT
	Stop
	DEath:
	TNT1 A 0
    }
}



ACTOR FirefightIndoorMap01 1476
{
	Radius 16
	Height 16
	+NOINTERACTION
	
	States
	{
	Spawn:
		TNT1 A 6
		TNT1 A 0 A_PlaySound("FIREFIT3")
		TNT1 A 4000
		Stop
	}
}

ACTOR FireFightClose 1477
{
	Radius 16
	Height 16
	+NOINTERACTION
	
	States
	{
	Spawn:
		TNT1 A 2
		TNT1 A 0 A_PlaySound("FIREFIT2", 1, 1, 1)
		TNT1 A 100
		Loop
	}
}

ACTOR FireFightDistant 1478
{
	Radius 16
	Height 16
	+NOINTERACTION
	
	States
	{
	Spawn:
		TNT1 A 2
		TNT1 A 0 A_PlaySound("FIREFIT1", 1, 1, 1)
		TNT1 A 100
		Loop
	}
}



ACTOR Alarm 8757
{
Radius 8
Height 12
Scale 0.6
+SPAWNCEILING
+NOGRAVITY
States
{
 Spawn:
 ALAR AAAABBBBCCCCDDDD 1 BRIGHT A_SetAngle(angle -15)
 ALAR AAAABBBBCCCCDDDDAAAABBBBCCCCDDDDAAAABBBBCCCCDDDDAAAABBBBCCCCDDDDAAAABBBBCCCCDDDDAAAABBBBCCCCDDDD 1 BRIGHT A_SetAngle(angle -15)
 TNT1 A 0 A_PlaySound ("ALARM")
 Loop
}
}



ACTOR COMradioMap01 1479
{
	Radius 16
	Height 16
	+THRUACTORS
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySound("ORDER1")
		TNT1 A 4000
		Stop
	}
}


ACTOR COMradioMap02 1480
{
	Radius 16
	Height 16
	+THRUACTORS
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySound("ORDER2")
		TNT1 A 4000
		Stop
	}
}

ACTOR COMradioMap05 1481
{
	Radius 16
	Height 16
	+THRUACTORS
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySound("ORDER3")
		TNT1 A 4000
		Stop
	}
}




ACTOR COMradioRandomMilitaryChat 1482
{
	Radius 16
	Height 16
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySoundEx("RDIOCHAT", 1, 1)
		TNT1 A 5500
		Loop
	}
}


ACTOR COMradioRandomMilitaryChatLowRange 2482
{
	Radius 16
	Height 16
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySoundEx("RDIOCHAT2", 1, 1)
		TNT1 A 5500
		Loop
	}
}




ACTOR SynthClubMusic 2891
{
	Radius 16
	Height 16
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySoundEx("SMLKNIFE", 1, 1)
		TNT1 A 5500
		Loop
	}
}



ACTOR FireballTrapSmart 20005
{ 

	Monster
	+STANDSTILL
	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_CheckSight("Hold")
		TNT1 A 0 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		TNT1 A 60
		Loop
	
	Hold:
        TNT1 A 1
		Goto Spawn
	   
	}
}




ACTOR FireballTrapFollowTarget: NailTrap 20008
{ 
-FRIENDLY
+VULNERABLE
Health 100
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_CheckSight("Hold")
		TNT1 A 1 A_Chase
		TNT1 A 0 A_FaceTarget
		TNT1 A 10 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		
				TNT1 A 1 A_FaceTarget
		TNT1 A 10 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		
				TNT1 A 1 A_FaceTarget
		TNT1 A 10 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		
				TNT1 A 1 A_FaceTarget
		TNT1 A 10 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		
						TNT1 A 1 A_FaceTarget
		TNT1 A 10 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		
						TNT1 A 1 A_FaceTarget
		TNT1 A 10 A_CustomMissile("DoomImpBall", 0, 0, 0, 2)
		
		TNT1 A 60
		Loop
		
	Hold:
        TNT1 A 1
		Goto Spawn	
	}
}




ACTOR AmbientSoundWaterFall1 21006
{ 

	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL1", 1, 1, 1)
		TNT1 A 150
		Loop
	   
	}
}




ACTOR EdayBloodFountain 12037
{
	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	Radius 4
	Height 4
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL1", 1, 1, 1)
		CEFR ABCABCABC 2
		Loop
	}
}


ACTOR AmbientSoundWaterFall2InsideCavern 21007
{ 

	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("WAFALL2", 1, 1, 1)
		TNT1 A 100
		Loop
	   
	}
}


ACTOR AmbientSoundWaterFlowing 21008
{ 

	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("WFLOW", 1, 1, 1)
		TNT1 A 120
		Loop
	   
	}
}


ACTOR AmbientSoundHeavyWind 21009
{ 

	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("WIND1", 1, 1, 1)
		TNT1 A 110
		Loop
	   
	}
}


ACTOR AmbientSoundMilitaryRadioChat 21010
{ 

	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("RDIOCHAT", 1, 1, 1)
		TNT1 A 140
		Loop
	   
	}
}


ACTOR AmbientSoundCarAlarm 21012
{ 

	+NOBLOCKMAP
	+NOGRAVITY
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("CARALARM", 1, 1, 1)
		TNT1 A 120
		Loop
	   
	}
}




Actor BloodPOst: Box 1483
{
Scale 0.8
states
	{
	Spawn:
	    BLPO A 1
		BLPO A -1
		Stop
	}
}



Actor BenchPub: Box 8569
{
XScale 0.6
YScale 0.4
Height 32
Radius 4

states
	{
	Spawn:
	    BENC A 1
		BENC A -1
		Stop
	}
}


Actor WoundedMarine: Box 1484
{

Scale 1.0
states
	{
	Spawn:
	    WCIV A 1
		WCIV A -1
		Stop
	}
}


Actor WoundedCivilian1: Box 1485
{

Scale 0.5
states
	{
	Spawn:
	    WCIV B 1
		WCIV B -1
		Stop
	}
}

Actor WoundedCivilian2: Box 1486
{

Scale 0.5
states
	{
	Spawn:
	    WCIV C 1
		WCIV C -1
		Stop
	}
}

Actor WoundedCivilian3: Box 1487
{

Scale 0.5
Height 50
states
	{
	Spawn:
	    WCIV D 1
		WCIV D -1
		Stop
	}
}


Actor WoundedCivilian4: Box 1488
{

Scale 0.5
Height 50
states
	{
	Spawn:
	    WCIV E 1
		WCIV E -1
		Stop
	}
}

Actor WoundedCivilian5: Box 1489
{

Scale 0.5
Height 50
states
	{
	Spawn:
	    WCIV F 1
		WCIV F -1
		Stop
	}
}


Actor MarineCaptain: Box 8991
	{

Scale 1.0
states
	{
	Spawn:
	    CAPM A 1
		CAPM A -1
		Stop
	}
}


Actor MarineGuarding: Box 8992
	{

Scale 1.0
Height 60
states
	{
	Spawn:
	    SGUA A 100
		TNT1 A 0 A_Jump(42, "LookLeft")
		TNT1 A 0 A_Jump(42, "LookRight")
		Loop
		
	LookLeft:
		SGUA A 5
		SGUA B 20
		TNT1 A 0 A_Jump(74, "LookRight")
		Goto Spawn
	LookRight:
		SGUA A 5
		SGUA C 20
		TNT1 A 0 A_Jump(74, "LookLeft")
		Goto Spawn	
	}
}




ACTOR StaticLightWhiteGround: BasicActor 8193
{

+NOINTERACTION
	States
	{
	Spawn:
		NULL A 100
		NULL A -1
		Stop
	}
}


ACTOR StaticLightRedGround: BasicActor 8198
{

+NOINTERACTION
	States
	{
	Spawn:
		NULL A 100
		NULL A -1
		Stop
	}
}



ACTOR StaticLightBlueGround: BasicActor 8199
{

+NOINTERACTION
	States
	{
	Spawn:
		NULL A 100
		NULL A -1
		Stop
	}
}



ACTOR StaticLightYellowGround: BasicActor 8200
{

+NOINTERACTION
	States
	{
	Spawn:
		NULL A 100
		NULL A -1
		Stop
	}
}

ACTOR StaticLightWhiteCeiling: BasicActor 8194
{

+NOINTERACTION
	+SPAWNCEILING +NOGRAVITY +FIXMAPTHINGPOS
	States
	{
	Spawn:
		NULL A 100
		NULL A -1
		Stop
	}
}



actor SpawnSFXSpark_Down 8914
{
	
  height 8
  radius 4
  +NOBLOCKMAP
  +NOGRAVITY
  +NOSECTOR
  +NOCLIP
  +SPAWNCEILING
+CLIENTSIDEONLY
  states
  {
  Spawn:
  Active:
    TNT1 A 0
    TNT1 A 0 A_PlaySound ("Sparks/Spawn")
	TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (180, 360))
	TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFXSmall", 0, 0, random (0, 360), 2, random (180, 360))
    TNT1 A 0 A_Jump (256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
  SpawnSparks:
    TNT1 A 0 A_CustomMissile ("SFXSpark_W1", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W2", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W3", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W4", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W5", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W6", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W7", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W8", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W9", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W10", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W11", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W12", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W13", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W14", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W15", 0.0, 0, random (0, 360), 2, random (270, 315))
	TNT1 A 0 A_Jump (256, 1, 2, 3, 4, 5, 6)
	TNT1 A 100
	Goto Spawn
	TNT1 A 120
	Goto Spawn
	TNT1 A 540
	Goto Spawn
	TNT1 A 80
	Goto Spawn
	TNT1 A 140
	Goto Spawn
	TNT1 A 160
	Goto Spawn
  Inactive:
    TNT1 A -1
    stop
  }
}

actor SpawnSFXSpark_Up 8901
{
	
  height 8
  radius 4
  +NOBLOCKMAP
  +NOGRAVITY
  +NOSECTOR
  +NOCLIP
  +CLIENTSIDEONLY
  states
  {
  Spawn:
  Active:
    TNT1 A 0
	
    TNT1 A 0 A_PlaySound ("Sparks/Spawn")
    TNT1 A 0 A_Jump (256, 1, 2, 3, 4, 5, 6)
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
    goto SpawnSparks
    TNT1 A 1 A_SpawnItem ("SFXSparkFlare_W1")
  SpawnSparks:
    TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleSFXSmall", 0, 0, random (0, 360), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("SFXSpark_W1", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W2", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W3", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W4", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W5", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W6", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W7", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W8", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W9", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W10", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W11", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W12", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W13", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W14", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W15", 0.0, 0, random (0, 360), 2, random (67, 113))
	TNT1 A 0 A_CustomMissile ("SFXSpark_W16", 0.0, 0, random (0, 360), 2, random (67, 113))
    TNT1 A 0 A_Jump (256, 1, 2, 3, 4, 5, 6)
	TNT1 A 100
	Goto Spawn
	TNT1 A 120
	Goto Spawn
	TNT1 A 540
	Goto Spawn
	TNT1 A 80
	Goto Spawn
	TNT1 A 140
	Goto Spawn
	TNT1 A 160
	Goto Spawn
  Inactive:
    TNT1 A -1
    stop
  }
}


actor SFXSparkFlare_W1
{
  height 0
  radius 0
  mass 0
  +MISSILE +NOBLOCKMAP +NOCLIP +NOGRAVITY
+CLIENTSIDEONLY
  renderstyle Add
  scale 0.25
  states
  {
  Spawn:
    SPRK A 1 bright A_FadeOut (0.1)
    loop
  }
}

actor SFXSpark_W1
{
  height 1
  radius 2
  mass 0
  speed 0.25
+CLIENTSIDEONLY
  +MISSILE +NOBLOCKMAP +LOWGRAVITY +DOOMBOUNCE
  bouncefactor 0.2
  renderstyle Add
  scale 0.02
  states
  {
  Spawn:
    SPRK A 1 bright
    loop
  Death:
    SPRK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_FadeOut (0.1)
    Stop
  }
}

actor SFXSpark_W2 : SFXSpark_W1  { speed 0.5  }
actor SFXSpark_W3 : SFXSpark_W1  { speed 0.75 }
actor SFXSpark_W4 : SFXSpark_W1  { speed 1.0  }
actor SFXSpark_W5 : SFXSpark_W1  { speed 1.25 }
actor SFXSpark_W6 : SFXSpark_W1  { speed 1.5  }
actor SFXSpark_W7 : SFXSpark_W1  { speed 1.75 }
actor SFXSpark_W8 : SFXSpark_W1  { speed 2.0  }
actor SFXSpark_W9 : SFXSpark_W1  { speed 2.25 }
actor SFXSpark_W10 : SFXSpark_W1 { speed 2.5  }
actor SFXSpark_W11 : SFXSpark_W1 { speed 2.75 }
actor SFXSpark_W12 : SFXSpark_W1 { speed 3.0  }
actor SFXSpark_W13 : SFXSpark_W1 { speed 3.25 }
actor SFXSpark_W14 : SFXSpark_W1 { speed 3.5  }
actor SFXSpark_W15 : SFXSpark_W1 { speed 3.75 }
actor SFXSpark_W16 : SFXSpark_W1 { speed 4.0  }







Actor SFXRainSpawner256 4543
{
  Radius 4
  Height 4
  +NoClip
  +SpawnCeiling
  +NoGravity
  	
  States
  {
  Spawn:
    TNT1 A 1
	TNT1 A 0 ThrustThingZ(0,955,0,1)
	Goto Spawn2
	
 Spawn2:
	TNT1 A 1
    TNT1 A 0 A_PlaySoundEx("AMBRAIN", "SoundSlot7", 1)
    TNT1 A 1 A_SpawnItemEx("RainDrop", Random(-256, 256), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)
    Loop
  }
}

Actor RainDrop
{
  +Missile
  -NoGravity
  +CLIENTSIDEONLY
  Speed 0
  Height 2
  Radius 2
  Renderstyle Translucent
  Alpha 0.8
  Scale 1.0
  Mass 0
  States
  {
  Spawn:
    RNDR A 1
    Loop
  Death:
    RNDR BCDEFGH 3 A_FadeOut(0.15)
    Stop
  }
}





Actor SnowSpawner512 7544
{
  Radius 4
  Height 1
  +NoClip
  +SpawnCeiling
  +NoGravity
  	
  States
  {
  Spawn:
    TNT1 A 1
	TNT1 A 0 ThrustThingZ(0,955,0,1)
	Goto Spawn2
	
 Spawn2:
	TNT1 A 6
    TNT1 A 1 A_SpawnItemEx("SnowParticle", Random(-256, 256), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)
    Loop
  }
}



Actor SnowParticle
{
	Radius 1
	Height 1
	Damage 0
	RenderStyle Translucent
	Alpha 0
	Scale 0.6
	Mass 0
	Gravity 0.05
	+MISSILE 
	+NOBLOCKMAP
	-NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		SNOW AAAAAAAAA 2 A_FadeIn(0.1)
	Spawn2:	
		SNOW A 3
		Loop
		Death:
		SNOW A 1 A_FadeOut(0.05)
		Loop
	}
}



ACTOR PanzerTank: FriendlyTank 4383
{
	Health 4000
	
	Radius 42
	Height 56
	Scale 1.5
	Mass 9999999999999
	Speed 0
	+NOPAIN
	+LOOKALLAROUND
	+NOBLOOD
	-FRIENDLY
	+MISSILEMORE
	+MISSILEEVENMORE
	Species "Nazis"
	Obituary "%o was shredded to bits by a Panzer Tank."
	States
	{
	Spawn:
		TAPZ A 1 A_Look
		Loop
	See:
		TNT1 A 0
		TAPZ AAAAAAAAAAAAAAAAAAA 8 A_Chase
		Loop
	Missile:
		TNT1 A 0
		TAPZ A 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TNT1 A 0 A_ALertMonsters
		TAPZ B 4 BRIGHT A_CustomMissile("EnemyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TAPZ A 100
		Goto See
	}
}


ACTOR ZombieSeizedTank: PanzerTank 4184
{
	Obituary "%o was shredded to bits by a Tank seized by demons."
	States
	{
	Spawn:
		TAPZ A 1 A_Look
		Loop
	See:
		TNT1 A 0
		TANK DDDDDDDDDDDDDDDDDDD 8 A_Chase
		Loop
	Missile:
		TNT1 A 0
		TANK D 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TNT1 A 0 A_ALertMonsters
		TANK E 4 BRIGHT A_CustomMissile("EnemyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TANK D 100
		Goto See
	}
}

Actor EnemyTankProjectile: FriendlyTankProjectile
{
Speed 60
Species "Nazis"
}





Actor TankHitBoxFront 4384
{
height 56
radius 9
-SOLID
+NOBLOOD
+NOTARGET
+SHOOTABLE
PainChance 255
Health 100
Scale 1.0
DamageFactor "Plasma", 2.0
DamageFactor "Plasma2", 2.0
DamageFactor "Flames", 0.3
DamageFactor "Burn", 0.0
DamageFactor "Desintegrate", 4.0
DamageFactor "Explosive", 1.5
DamageFactor "ExplosiveImpact",0.1
DamageFactor "Melee", 0.0
DamageFactor "Kick", 0.0
DamageFactor "Shotgun", 3.0
DamageFactor "SSG", 10.0
Mass 999999999
states
	{
	Spawn:
	    NULL A 10
		Loop
	Respawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("TankHitBoxFront")
	    TNT1 A 0
		Stop
	Pain:
		NULL A 1
		TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit2", 120)
		Goto Spawn
	Death:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-10000, "Death10000")
		TNT1 A 0 A_JumpIfHealthLower(-5000, "Death5000")
		TNT1 A 0 A_JumpIfHealthLower(-1000, "Death1000")
		TNT1 A 0 A_JumpIfHealthLower(-500, "Death500")
		TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit10", 120)
		Goto Respawn
	Death500:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit200", 120)
		Goto Respawn
	Death1000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit400", 120)
		Goto Respawn
	Death5000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit800", 120)
		Goto Respawn
	Death5000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit1000", 120)
		Goto Respawn
	Death10000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit5000", 120)
		Goto Respawn	
	XDeath:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-10000, "Death10000")
		TNT1 A 0 A_JumpIfHealthLower(-5000, "Death5000")
		TNT1 A 0 A_JumpIfHealthLower(-1000, "Death1000")
		TNT1 A 0 A_JumpIfHealthLower(-500, "Death500")
		TNT1 AA 0 A_SpawnItem("TankHitBoxFrontHit20", 120)
		Goto Respawn
	}
}



Actor TankHitBoxBack: TankHitBoxFront 4385
{
Health 20
states
	{
	Spawn:
	    NULL A 10
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-500, "Death10000")
		TNT1 A 0 A_JumpIfHealthLower(-400, "Death5000")
		TNT1 A 0 A_JumpIfHealthLower(-300, "Death1000")
		TNT1 A 0 A_JumpIfHealthLower(-200, "Death500")
		TNT1 AAAA 0 A_SpawnItem("TankHitBoxFrontHit20", 120)
		Goto Respawn
	XDeath:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-200, "Death10000")
		TNT1 A 0 A_JumpIfHealthLower(-150, "Death5000")
		TNT1 A 0 A_JumpIfHealthLower(-100, "Death1000")
		TNT1 A 0 A_JumpIfHealthLower(-50, "Death500")
		TNT1 AAAAAAAA 0 A_SpawnItem("TankHitBoxFrontHit20", 120)
		Goto Respawn
	Death500:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit200", 120)
		Goto Respawn
	Death1000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit400", 120)
		Goto Respawn
	Death5000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit800", 120)
		Goto Respawn
	Death5000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit1000", 120)
		Goto Respawn
	Death10000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit5000", 120)
		Goto Respawn	
	Respawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("TankHitBoxBack")
	    TNT1 A 0
		Stop
		
	}
}




Actor TankHitBoxSide: TankHitBoxFront 4386
{
Health 80
states
	{
	Spawn:
	    NULL A 10
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-10000, "Death10000")
		TNT1 A 0 A_JumpIfHealthLower(-5000, "Death5000")
		TNT1 A 0 A_JumpIfHealthLower(-1000, "Death1000")
		TNT1 A 0 A_JumpIfHealthLower(-500, "Death500")
		TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit20", 60)
		Goto Respawn
	XDeath:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-10000, "Death10000")
		TNT1 A 0 A_JumpIfHealthLower(-5000, "Death5000")
		TNT1 A 0 A_JumpIfHealthLower(-800, "Death1000")
		TNT1 A 0 A_JumpIfHealthLower(-300, "Death500")
		TNT1 AA 0 A_SpawnItem("TankHitBoxFrontHit20", 60)
		Goto Respawn
	Respawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("TankHitBoxSide")
	    TNT1 A 0
		Stop
	Death500:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit200", 60)
		Goto Respawn
	Death1000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit400", 60)
		Goto Respawn
	Death5000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit800", 60)
		Goto Respawn
	Death5000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit1000", 60)
		Goto Respawn
	Death10000:
	    TNT1 A 0 A_SpawnItem("TankHitBoxFrontHit5000", 60)
		Goto Respawn		
		
	}
}



Actor TankHitBoxFrontHit2
{
+NOBLOCKMAP
Scale 0.04
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(2, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}

Actor TankHitBoxFrontHit10
{
+NOBLOCKMAP
Scale 0.08
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(6, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}

Actor TankHitBoxFrontHit20
{
+NOBLOCKMAP
Scale 0.2
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(20, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}


Actor TankHitBoxFrontHit200
{
+NOBLOCKMAP
Scale 0.4
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(200, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}


Actor TankHitBoxFrontHit400
{
+NOBLOCKMAP
Scale 0.8
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(400, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}


Actor TankHitBoxFrontHit800
{
+NOBLOCKMAP
Scale 0.8
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(800, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}


Actor TankHitBoxFrontHit1000
{
+NOBLOCKMAP
Scale 0.8
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(1000, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}



Actor TankHitBoxFrontHit5000
{
+NOBLOCKMAP
Scale 0.8
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(5000, 30)
	    EXP1 ABDEFGHIJKLMN 0 BRIGHT
		Stop
	}
}








Actor SFXSpawnedExplosion1
{
+NOCLIP
+NOGRAVITY
+Missile
Speed 6
Radius 4
Height 4
XScale 2.0
YScale 1.5
Renderstyle Add
states
	{
	Spawn:
 EXP1 ABCDEFGHIJKLMN 2 BRIGHT
		Stop
	}
}


Actor SFXSpawnedExplosion2: SFXSpawnedExplosion1
{
XScale 3.4
YScale 3.8
sPEED 1
states
	{
	Spawn:
 EXP1 ABCDEFGHIJKLMN 4 BRIGHT
		Stop
	}
}


Actor SFXExplosionSpawner1
{
+MISSILE
+FORCEXYBILLBOARD
+DOOMBOUNCE
damage 0
radius 6
height 6
speed 30
renderstyle ADD
alpha 0.9
scale .01
+noGRAVITY
BounceFactor 0.5
Decal "FireworxScorch"
states
	{
	Spawn:
		TNT1 AAAA 2 A_CustomMissile ("SFXSpawnedExplosion2", 0, 0, random (0, 360), 2, random (30, 60))
		Stop
Death:
    TNT1 A 0
	Stop
	}
}



Actor SFXExplosionSpawner2: SFXExplosionSpawner1
{
speed 20
}


ACTOR GermanDog 4395
{
  Health 20
  Speed 8
  PainChance 180
  PainChance "Kick", 255
  Radius 12
  Height 28
  Mass 100
  Monster
  +JUMPDOWN
  ActiveSound "dog/active"
  AttackSound "dog/attack"
  DeathSound "dog/death"
  PainSound "dog/pain"
  SeeSound "dog/sight"
  Obituary "$OB_DOG" // "%o was mauled by a dog."
  MaxTargetRange 150
  
  States
  {
  Spawn:
    DOGS A 10 A_Look
    Loop
  See:
    DOGS AABBCCDD 1 A_Chase
    Loop
  Missile:
    DOGS E 1 A_FaceTarget
	TNT1 A 0 ThrustThingZ(0,25,0,1)
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_Recoil (-12)
	TNT1 A 0 A_PlaySound("dog/attack")
	DOGS EF 4
	DOGS G 10 A_CustomMissile("NaziDogBite",10,0,0,0)
	Goto See
	
  Melee:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("dog/attack")
    DOGS EF 3 A_FaceTarget
    DOGS G 10 A_CustomMissile("NaziDogBite",10,0,0,0)
    Goto See
  Pain:
	DOGS I 1 A_FaceTarget
	TNT1 A 0 A_Stop
	TNT1 A 0 ThrustThingZ(0,25,0,1)
    DOGS I 2 A_Recoil (6)
    DOGS J 3 A_Pain
	DOGS LOP 3
    Goto See
  Death:
    DOGS I 8
    DOGS J 8 A_Scream
    DOGS K 4
    DOGS L 4 A_Fall
    DOGS M 4
    DOGS N -1
	Stop
  }
}


ACTOR NaziDogBite: BaronBall
{
	Radius 24
	Height 16
	DamageType Normal
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage (random(20, 25))
    Speed 42
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 2 BRIGHT
        TNT1 A 2 //A_PlaySound("weapons/gswing")
		Goto Death
	Death:
		TNT1 A 0 BRIGHT
		Stop
	}
}




Actor ChairExecutive: PlantVase823 3454
{
Health 100
Scale 1.2
Height 40
-NOPAIN
PainChance 255

states
	{
	Spawn:
	    EXC2 A 1
		EXC2 A -1
		Stop
	Pain:
		EXC1 ABCDEFGH 2
		EXC1 ABCDEFFGGHHH 2
		GOto Spawn
	Death:
	    EXC3 A 1
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", random (0, 40), random (-20, 20), random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		EXC3 A -1
		Stop
	}
}





Actor ChairWood: PlantVase823 3455
{
Health 50
Scale 1.0
Height 40
+PUSHABLE
Mass 200

states
	{
	Spawn:
	    CHR1 A 1
		CHR1 A -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXBrownSmoke", 20, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0
		Stop
	}
}









Actor ChairModern: ChairWood 3456
{
states
	{
	Spawn:
	    CHR2 A 1
		CHR2 A -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0
		Stop
	}
}



Actor ChairMETAL: ChairWood 3458
{
states
	{
	Spawn:
	    CHR5 A 1
		CHR5 A -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXShrapnelParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0
		Stop
	}
}





Actor BigAntena: BasicActor 3707
{
Radius 16
Height 64
Scale 2.0
states
	{
	Spawn:
	    ANTE A 1
		ANTE A -1
		Stop
	}
}




Actor WoodenBarrier: ChairWood 3708
{
states
	{
	Spawn:
	    USGN A 1
		USGN A -1
		Stop
	}
}


Actor WoodenBarrier2: PlantVase823 3709
{
states
	{
	Spawn:
	    USGN B 1
		USGN B -1
		Stop
	}
}




//=======WINTER THINGS===================


ACTOR winterA 2073
{

  Game Doom
  Radius 20
  Height 115
  +SOLID
  States
  {
  Spawn:
    WINT A -1
    Stop
  }
}

ACTOR winterB 2074
{

  Game Doom
  Radius 15
  Height 90
  +SOLID
  States
  {
  Spawn:
    WINT B -1
    Stop
  }
}

ACTOR winterC 2075
{

  Game Doom
  Radius 20
  Height 140
  +SOLID
  States
  {
  Spawn:
    WINT C -1
    Stop
  }
}

ACTOR winterD 2076
{

  Game Doom
  Radius 20
  Height 60
  +SOLID
  States
  {
  Spawn:
    WINT D -1
    Stop
  }
}

ACTOR winterE 2077
{

  Game Doom
  Radius 10
  Height 45
  +SOLID
  States
  {
  Spawn:
    WINT E -1
    Stop
  }
}

ACTOR winterF 2078
{

  Game Doom
  Radius 10
  Height 110
  +SOLID
  States
  {
  Spawn:
    WINT F -1
    Stop
  }
}

ACTOR winterG 2079
{

  Game Doom
  Radius 25
  Height 130
  +SOLID
  States
  {
  Spawn:
    WINT G -1
    Stop
	}
}



ACTOR SummonFighterType1 2179
{

  Game Doom
  Radius 12
  Height 32
	  +SOLID
  +SHOOTABLE
  +NOGRAVITY
  Health 99999999999
  +NOBLOOD
  States
  {
  Spawn:
    NULL A 1
	NULL A -1
    Stop
	
  Death:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("FLYBYFAR")
	TNT1 A 30
	TNT1 A 0 A_CustomMissile("F35Bombing", 5, 0, 0, 2)
	TNT1 A 10
	TNT1 A 0 A_PlaySound("FLYBYCLO")
	TNT1 A 500
	Stop
  }
}






ACTOR F35Bombing
{
	Radius 1
	Height 1
	Speed 30
	FastSpeed 30
    +RIPPER
	Scale 2.0
    +MISSILE
	+NOGRAVITY
	States
	{
	Spawn:
        FIGT A 40
		FIGT AAAA 15 A_CustomMissile("AirstrikeBombs", 0, 0, 0, 2)
		FIGT A 99999
		Stop
	Death:
		TNT1 A 0
		Stop
	}
}



ACTOR AirstrikeBombs
{
	Radius 5
	Height 5
	Speed 15
	FastSpeed 15
    +MISSILE
	Damage 500
	PROJECTILE
	-NOGRAVITY
	+FORCERADIUSDMG
	Gravity 1.0
	Scale 3.0
	DamageType "ExplosiveImpact"
	States
	{
	Spawn:
			ARST A 100
			Loop
		XDeath:	
		Death:
			TNT1 A 0
			TNT1 A 0 A_Explode(6000, 700, 0)
			EXPL A 0 Radius_Quake (8, 120, 0, 120, 0)
			
			TNT1 AAAA 0 A_CustomMissile ("SFXBigExplosionParticleS", random (50, 60), 0, random (0, 360), 2, random (40, 44))
			TNT1 AAAA 0 A_CustomMissile ("SFXBigExplosionParticleS2", random (50, 60), 0, random (0, 360), 2, random (40, 44))
			TNT1 AA 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner", 10, 0, random (0, 360), 2, random (30, 40))
			TNT1 AAA 0 A_CustomMissile ("SFXBigExplosionFlames", 50, 0, random (0, 360), 2, random (0, 30))
			BEXP B 0 BRIGHT A_Scream
			TNT1 A 0 A_ALertMonsters
			TNT1 A 0 A_PlaySound("HUGEEXPL", 1)
			TNT1 A 0 A_PlaySound("FAREXPL", 3)
			TNT1 A 0 A_SetScale(5.0, 5.0)
			EXP1 ABCDEFGHIJKLMN 1 BRIGHT
			Stop

	}
}



ACTOR EdayEpicExplosion: AirstrikeBombs
{
+NOGRAVITY
Speed 0
	States
	{
	Spawn:
	Death:
			TNT1 A 0
			TNT1 A 0
			TNT1 A 0 A_Explode(6000, 700, 0)
			EXPL A 0 Radius_Quake (8, 120, 0, 120, 0)
			
			TNT1 AAAA 0 A_CustomMissile ("SFXBigExplosionParticleS", random (50, 60), 0, random (0, 360), 2, random (40, 44))
			TNT1 AAAA 0 A_CustomMissile ("SFXBigExplosionParticleS2", random (50, 60), 0, random (0, 360), 2, random (40, 44))
			TNT1 AA 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner", 10, 0, random (0, 360), 2, random (30, 40))
			TNT1 AAA 0 A_CustomMissile ("SFXBigExplosionFlames", 50, 0, random (0, 360), 2, random (0, 30))
			BEXP B 0 BRIGHT A_Scream
			TNT1 A 0 A_ALertMonsters
			TNT1 A 0 A_PlaySound("HUGEEXPL", 1)
			TNT1 A 0 A_PlaySound("FAREXPL", 3)
			TNT1 A 0 A_SetScale(5.0, 5.0)
			EXP1 ABCDEFGHIJKLMN 1 BRIGHT
			Stop		

	}
}




ACTOR EdayEpicExplosion2: AirstrikeBombs
{
+NOGRAVITY
Speed 0
	States
	{
	Spawn:
	Death:
			TNT1 A 0
			TNT1 A 0
			TNT1 A 0 A_Explode(6000, 700, 0)
			EXPL A 0 Radius_Quake (8, 120, 0, 120, 0)
			
			TNT1 AAAA 0 A_CustomMissile ("SFXBigExplosionParticleS", random (50, 60), 0, random (0, 360), 2, random (40, 44))
			TNT1 AAAA 0 A_CustomMissile ("SFXBigExplosionParticleS2", random (50, 60), 0, random (0, 360), 2, random (40, 44))
			TNT1 AA 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner", 10, 0, random (0, 360), 2, random (30, 40))
			TNT1 AAA 0 A_CustomMissile ("SFXBigExplosionFlames", 50, 0, random (0, 360), 2, random (0, 30))
			BEXP B 0 BRIGHT A_Scream
			TNT1 A 0 A_ALertMonsters
			TNT1 A 0 A_PlaySound("FAREXPL", 3)
			TNT1 A 0 A_SetScale(5.0, 5.0)
			EXP1 ABCDEFGHIJKLMN 1 BRIGHT
			tnt1 a 100
			Stop		

	}
}








ACTOR SummonFighterType2WithSound: SummonFighterType1 2172
{

  States
  {
  Spawn:
    NULL A 1
	NULL A -1
    Stop
	
  Death:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("DecorativeFighter", 5, 0, 0, 2)
	TNT1 A 50
	TNT1 A 0 A_PlaySound("FLYBYFAR")
	TNT1 A 500
	Stop
  }
}



ACTOR SummonFighterType2NoSound: SummonFighterType2WithSound 2173
{
  States
  {
  Spawn:
    NULL A 1
	NULL A -1
    Stop
	
  Death:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("DecorativeFighter", 5, 0, 0, 2)
	Stop
  }
}




ACTOR SummonB2BomberDistant: SummonFighterType2WithSound 2758
{
  States
  {
  Spawn:
    NULL A 1
	NULL A -1
    Stop
	
  Death:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("B2BomberDistant", 5, 0, 0, 2)
	Stop
  }
}




ACTOR SummonFighterType2Random: SummonFighterType1 2174
{

  States
  {
  Spawn:
    NULL A 500
	TNT1 A 0 A_Jump(24, "Missile")
    Loop
	
  Missile:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile("DecorativeFighter", 5, 0, 0, 2)
	TNT1 A 50
	TNT1 A 0 A_PlaySound("FLYBYFAR")
	TNT1 A 500
	Goto Spawn
	}
}


ACTOR DecorativeFighter: F35Bombing
{
	Speed 20
	FastSpeed 20
    Scale 0.4
	States
	{
	Spawn:
        FIGT A 40
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


ACTOR B2BomberDistant: F35Bombing
{
	Speed 10
	FastSpeed 10
    Scale 0.5
	States
	{
	Spawn:
        B2BO A 190
		B2BO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile("DecorativeBombs", random(-40, 40), random(-40, 40), 0, 2)
		B2BO A 50
		TNT1 A 0 A_PlaySound("FARBOMBS")
		B2BO A -1
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


ACTOR DecorativeBombs: AirstrikeBombs
{
	Scale 0.8
	Speed 2
	Gravity 0.09
	States
	{
	Spawn:
		TNT1 A 0
        ARST A 500
		Loop
		
		XDeath:	
		Death:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("DecorativeBombDistantExplosion")
		Stop

	}
}


ACTOR DecorativeBombDistantExplosion
{
	Scale 1.0
	Alpha 0.5
	Renderstyle Add
	States
	{
	Spawn:
			ARST B 1 BRIGHT
			TNT1 A 0 A_Explode(1000, 1000)
			TNT1 A 0 A_CustomMissile ("SFXDistantExplosionSmokeBombing", 50, 0, random (0, 360), 2, random (40, 90))
			ARST BBBBBBBBBBBBBBBBBBBBBB 2 BRIGHT A_FadeOut(0.2)
			
		Stop

	}
}





Actor GasBarrel 2180
{
height 32
radius 16
+SOLID
+SHOOTABLE
+NOBLOOD
	
Health 10
Scale 0.6
Mass 500
states
	{
	Spawn:
	    BRL6 A 1
		BRL6 A -1
		Stop
	Death:
		THRF AA 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		THRF A 0 A_SpawnItemEx ("ExplosiveBarrel",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    BRL6 AB 3 BRIGHT
		Stop
	}
}





Actor LoveTrainSounds 2150
{
height 32
radius 32
+SOLID
+SHOOTABLE
+NOBLOOD
MONSTER
+FRIENDLY
+NOBLOCKMAP
	
Health 10
Scale 0.6
Health 8000
states
	{
	Spawn:
	    NULL A 1
		NULL A 5
		NULL A 1 A_PlaySound("TRAINSTA")
		NULL A 660
		Goto Looping
		
	Looping:
		NULL A 1
		NULL A 1 A_PlaySound("TRAINLOP")
		NULL A 730
		Loop
	Death:
		NULL A 1
		NULL A 1 A_PlaySound("TRAINSTO")
		NULL A 1000
		Stop
	}
}




ACTOR TorturedMarine21 1952
{
	
	Health 30
	+SHOOTABLE
	Mass 999999
	Height 64
	Radius 16
	+SOLID
	+SPAWNCEILING +NOGRAVITY +FLOAT
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TORTURE3")
		TTR7 A 10
		TTR7 ABABAB 6
		TNT1 A 0 A_Jump(3, "Scream")
		TTR7 A 20
		TTR7 ABABAB 6
		TNT1 A 0 A_Jump(3, "Scream")
		TTR7 A 20
		TTR7 ABABAB 6
		TNT1 A 0 A_Jump(3, "Scream")
		TTR7 A 20
		TTR7 ABABAB 6
		TTR7 A 40
		Goto Scream
	
	Scream:
		TTR7 A 2
		TNT1 A 0 A_PlaySound("TORTURE")
		TTR7 BC 3
		TTR7 DCECDCECDCECDCECDCECDCECDCECDCECDCECDCECDCECDCEC 3
		TTR7 BA 3
		TTR7 A 10
		Goto Spawn
		
	Death:	
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TORTURE4")
		TNT1 A 0 A_ChangeFlag("NOGRAVITY", 1)
		TTR7 FGH 10
		TTR7 I -1
		Stop
	}
}


ACTOR TorturedMarine31 1953
{
	
	Health 30
	+SHOOTABLE
	+SOLID
	Mass 999999
	Height 46
	Radius 16
	Scale 0.5
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TORTURE5")
		TTR8 ABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCBABCB 6
		Loop
		
	Death:	
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TORTURE4")
		TTR8 DEFG 14
		TTR8 H -1
		Stop
	}
}




ACTOR TorturedMarine22: TorturedMarine21 1954
{
-SHOOTABLE
	States
	{
	Spawn:
		HUSO H 1
		HUSO H -1
		Stop
	}
}

ACTOR TorturedMarine23: TorturedMarine21 1955
{
-SHOOTABLE
	States
	{
	Spawn:
		HAMA A 1
		HAMA A -1
		Stop
	}
}

ACTOR TorturedMarine24: TorturedMarine21 1956
{
-SHOOTABLE
	States
	{
	Spawn:
		HAMA C 1
		HAMA C -1
		Stop
	}
}



ACTOR TorturedMarine32: TorturedMarine31 1957
{
-SHOOTABLE
Scale 1.0
	States
	{
	Spawn:
		IMGI F 1
		IMGI F -1
		Stop
	}
}


ACTOR TorturedMarine33: TorturedMarine31 1958
{
-SHOOTABLE
Scale 1.0
	States
	{
	Spawn:
		IMGI C 1
		IMGI C -1
		Stop
	}
}

ACTOR TorturedMarine34: TorturedMarine31 1959
{
-SHOOTABLE
Scale 1.0
	States
	{
	Spawn:
		IMGI A 1
		IMGI A -1
		Stop
	}
}


ACTOR TorturedMarine35: TorturedMarine31 1960
{
-SHOOTABLE
Scale 1.0
	States
	{
	Spawn:
		IMGI B 1
		IMGI B -1
		Stop
	}
}




ACTOR HeavyMGZombieman 2567
{

	Health 60
	Radius 20
	Height 56
	Speed 0
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DamageFactor "Melee", 20.0 DamageFactor "Kick", 20.0
	DamageFactor "ExtremePunches", 20.0
	+MISSILEMORE
	Mass 999999
	States
	{
	Spawn:
		TTR3 A 1 A_Look
		Loop
	See:
		TTR3 AAA 1 A_Chase
		TNT1 A 0 A_CheckSight("Forget")
		Loop
	Forget:
		TTR3 A 1
		TNT1 A 0 A_ClearTarget
		TTR3 A 1
		Goto Spawn
	Missile:
		TTR3 A 10 A_FaceTarget
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, 10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy",40, 10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, -10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy",40, -10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, 10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy",40, 10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, -10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy",40, -10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, 10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy",40, 10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, -10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy",40, -10)
		TTR3 A 4 A_FaceTarget
		TTR3 A 10 A_FaceTarget
		Goto See
	Pain:
		TTR3 B 3
		TTR3 B 3 A_Pain
		Goto See
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeavyMachineGun")
		TNT1 A 0 A_recoil(10)
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L -1
		Stop
	}
}




ACTOR NukageWaterfallParticleSpawner 21002
{
	Radius 12
	Height 12
	+NOINTERACTION
	Renderstyle Translucent
	Damagetype "Slime"
	Alpha 0.6
	States
	{
	Spawn:
		TNT1 A 2
		TNT1 A 0 bright A_CustomMissile ("NukageWaterfallParticle", 1, 0, random (0, 360), 2, random (40, 90))
		Loop
	}
}

ACTOR NukageWaterfallParticle
{
    +CLIENTSIDEONLY
	+THRUACTORS
	+MISSILE
	Renderstyle Add
	Alpha 0.9
	+SKYEXPLODE
	+FORCEXYBILLBOARD
	+DONTSPLASH
	Radius 0
	Height 0
	Speed 4
	Gravity 0.5
	Scale 0.5
    States
    {
    Spawn:
	W5NP CDEFFFFFFFFFF 2 BRIGHT
	Death:
	W5NP GHIJKL 1 BRIGHT
	Stop
    }
}


Actor VaseBrown: PlantVase823 1754
{
height 28
radius 14
Health 30
Scale 1.0
+ACTLIKEBRIDGE
MONSTER
+FRIENDLY
-COUNTKILL
states
	{
	Spawn:
	    VAS1 A 1
		VAS1 A -1
		Stop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("DSBOTTLE")
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SFXBrownPieceParticle", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("VaseDirtParticles", 20, 0, random (0, 360), 2, random (40, 90))
		THRF A 0 A_SpawnItemEx("DestroyVasePLants", 0, 0, 32)
		VAS1 B 1
		VAS1 B-1
		Stop
	}
}


actor DestroyVasePlants
{
	+NOTARGET
Radius 10
Height 10
DamageType PlantRemove
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
-BLOODSPLATTER
+BLOODLESSIMPACT 
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(10,10)
Stop
 }
}


Actor VaseGray: VaseBrown 1758
{
height 32
radius 14
Health 50
XScale 1.0
YScale 1.2
states
	{
	Spawn:
	    VAS2 A 1
		VAS2 A -1
		Stop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("DSBOTTLE")
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SFXGrayPieceParticle", 20, 0, random (0, 360), 2, random (40, 80))
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("VaseDirtParticles", 20, 0, random (0, 360), 2, random (40, 90))
		THRF A 0 A_SpawnItemEx("DestroyVasePLant", 0, 0, 32)
		VAS2 B 1
		VAS2 B-1
		Stop
	}
}



Actor LaserBeamField 1759
{
height 1
height 1
+SHOOTABLE +NOBLOOD +NOGRAVITY +THRUACTORS
Mass 999999
Health 500
DamageFactor "Desintegrate", 9999.0

states
	{
	Spawn:
	    TNT1 A 1
		TNT1 A 0 A_CustomMissile("LazorBeamProjectile", 0, 0, 0, 2)
		Loop
		
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		Stop
		
	Death.Desintegrate:
	    TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop	
	}
}


Actor LAzorBeamProjectile: FastProjectile
{
	PROJECTILE
	+MISSILE
	Speed 30
	Radius 1
	Height 1
	+RIPPER
	Damage 50
	Missileheight 12
	Missiletype "LazoerBeamTrail"
	Damagetype "Cut"
	Scale 0.5
	Renderstyle Add
	Translation "112:127=176:191"
	States
		{
			Spawn:
			TNT1 A 1 BRIGHT
			Loop
			
			Death:
			TNT1 A 0
			Stop
		}
}


Actor LazoerBeamTrail: LAzorBeamProjectile
{
	PROJECTILE
	Speed 30
	Radius 3
	Height 3
	-RIPPER
	+CLIENTSIDEONLY
	Damage 0
	Missiletype "None"
	States
		{
			Spawn:
			LBFX A 1
			LBFX A 1
			Stop
			
			Death:
			TNT1 A 0
			Stop
		}
}




ACTOR ReflectionStaticGreen: TopLight1Red 8291
{
XScale 2.0
YScale 3.5
Alpha 0.4
+FORCEYBILLBOARD
//+FORCEXYBILLBOARD
MONSTER
Health 9
States
{
 Spawn:
 LTRU G 1 BRIGHT
 LTRU G -1 BRIGHT
 Stop
 
 Death:
 TNT1 A 0
 TNT1 A 0 A_NoBlocking
 TNT1 A 1
 Stop
}
}

ACTOR ReflectionStaticBlue: ReflectionStaticGreen 8292
{
Alpha 0.2
States
{
 Spawn:
 LTRU B 1 BRIGHT
 LTRU B -1 BRIGHT
 Stop
}
}

ACTOR ReflectionStaticRed: ReflectionStaticGreen 8293
{
Alpha 0.2
States
{
 Spawn:
 LTRU R 1 BRIGHT
 LTRU R -1 BRIGHT
 Stop
}
}

ACTOR ReflectionStaticYellow: ReflectionStaticGreen 8294
{
Alpha 0.2
States
{
 Spawn:
 LTRU Y 1 BRIGHT
 LTRU Y -1 BRIGHT
 Stop
}
}

ACTOR ReflectionStaticWhite: ReflectionStaticGreen 8295
{
States
{
 Spawn:
 LTRU W 1 BRIGHT
 LTRU W -1 BRIGHT
 Stop
}
}

ACTOR ReflectionStaticOrange: ReflectionStaticGreen 8296
{
Alpha 0.15
XScale 1.0
YScale 3.5
States
{
 Spawn:
 LTRU O 1 BRIGHT
 LTRU O -1 BRIGHT
 Stop
}
}


ACTOR ReflectionStaticWhiteLarge: ReflectionStaticGreen 8297
{
XScale 5.0
States
{
 Spawn:
 LTRU W 1 BRIGHT
 LTRU W -1 BRIGHT
 Stop
}
}


ACTOR ReflectionStaticOrangeLarge: ReflectionStaticGreen 8302
{
XScale 5.0
Alpha 0.15
States
{
 Spawn:
 LTRU O 1 BRIGHT
 LTRU O -1 BRIGHT
 Stop
}
}




Actor Haze1 8298
{
XScale 0.8
YScale 0.6
Renderstyle Add
Alpha 0.3
Radius 4
Height 4
+THRUACTORS
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
+NOINTERACTION
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2", "Type3", "Type4", "Type5")
	Goto Type1
	
	Type1:
	    HAZE A 1
		
		HAZE A -1
		Stop
		
	Type2:
	    HAZE A 1
		TNT1 A 0 A_SetScale(0.9,0.5)
		HAZE A -1
		Stop
		
	Type3:
	    HAZE A 1
		TNT1 A 0 A_SetScale(-0.8,0.6)
		HAZE A -1
		Stop
		
	Type4:
	    HAZE A 1
		TNT1 A 0 A_SetScale(-0.7,0.4)
		HAZE A -1	
		Stop
		
    Type5:
	    HAZE A 1
		TNT1 A 0 A_SetScale(0.7,0.5)
		HAZE A -1	
		Stop
	}
}




Actor Haze2: HAze1 8299
{
Alpha 0.25

states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2", "Type3", "Type4", "Type5")
	Goto Type1
	
	Type1:
	    HAZE B 1
		
		HAZE B -1
		Stop
		
	Type2:
	    HAZE B 1
		TNT1 A 0 A_SetScale(0.9,0.5)
		HAZE B -1
		Stop
		
	Type3:
	    HAZE B 1
		TNT1 A 0 A_SetScale(-0.8,0.6)
		HAZE B -1
		Stop
		
	Type4:
	    HAZE B 1
		TNT1 A 0 A_SetScale(-0.7,0.4)
		HAZE B -1	
		Stop
		
    Type5:
	    HAZE B 1
		TNT1 A 0 A_SetScale(0.7,0.5)
		HAZE B -1	
		Stop
	}
}



Actor Haze3: HAze1 8300
{
Alpha 0.2
XScale 1.6
YScale 1.1
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2", "Type3", "Type4", "Type5")
	Goto Type1
	
	Type1:
	    HAZE C 1
		
		HAZE C -1
		Stop
		
	Type2:
	    HAZE C 1
		TNT1 A 0 A_SetScale(0.9,0.5)
		HAZE C -1
		Stop
		
	Type3:
	    HAZE C 1
		TNT1 A 0 A_SetScale(-0.8,0.6)
		HAZE C -1
		Stop
		
	Type4:
	    HAZE C 1
		TNT1 A 0 A_SetScale(-0.7,0.4)
		HAZE C -1	
		Stop
		
    Type5:
	    HAZE C 1
		TNT1 A 0 A_SetScale(0.7,0.5)
		HAZE C -1	
		Stop
	}
}



Actor Haze4: Haze1 8301
{
Alpha 0.2
states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Type1", "Type2", "Type3", "Type4", "Type5")
	Goto Type1
	
	Type1:
	    HAZE D 1
		
		HAZE D -1
		Stop
		
	Type2:
	    HAZE D 1
		TNT1 A 0 A_SetScale(0.9,0.5)
		HAZE D -1
		Stop
		
	Type3:
	    HAZE D 1
		TNT1 A 0 A_SetScale(-0.8,0.6)
		HAZE D -1
		Stop
		
	Type4:
	    HAZE D 1
		TNT1 A 0 A_SetScale(-0.7,0.4)
		HAZE D -1	
		Stop
		
    Type5:
	    HAZE D 1
		TNT1 A 0 A_SetScale(0.7,0.5)
		HAZE D -1	
		Stop
	}
}




ACTOR ThunderSpawner 4834
{
Radius 12
Height 12
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(64, "SpawnThunder")
		TNT1 A 600
	SpawnThunder:
		TNT1 A 1 A_SpawnItemEx("ThunderEffects", (random(-2, 2)), (random(-2, 2)))
		TNT1 A 1
		Goto Spawn
		
	}
}



ACTOR ThunderEffects
{
Scale 0.2
Renderstyle Add
Alpha 0.01
	States
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_PLaySound("AmbientThunder")
		TNT1 A 0 A_Jump(128, "Live1", "Live2")
	Live1:
		THUN A 1 BRIGHT
		THUN AAAAA 1 BRIGHT A_FadeIn(0.1)
		THUN A 3 BRIGHT
		THUN AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.02)
		Goto Dead
		
	Live2:
		THUN B 1 BRIGHT
		THUN BBBBB 1 BRIGHT A_FadeIn(0.1)
		THUN B 3 BRIGHT
		THUN BBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.02)
		Goto Dead
	
	Dead://Makes sound effect not get cut.
		TNT1 A 1000
		Stop
		
	}
}


Actor WoodenFenceHitbox: ExplosiveArea 8303
{

Health 50
radius 16
height 80
-THRUACTORS
DamageFactor "Plasma", 9999.00
states
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_Explode(50, 50)
		TNT1 A 2
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("SFXWoodParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("SFXWoodParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXBrownSmoke", 30, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 25
		Stop
	}
}


Actor WoodenFenceHitbox2:  WoodenFenceHitbox 8304
{

radius 2
}
			
			
			
			
ACTOR FanShadows: TunnelLights 8305
{

	XScale 1.0
	YScale 1.4
	Renderstyle Add
	Alpha 0.2
	States
	{
	Spawn:
		LTFN ABCDEF 2
		Loop
	}
}



			
ACTOR LightShaftNeutral: TunnelLights 8306
{

	XScale 2.8
	YScale 4.0
	Renderstyle Add
	Alpha 0.07
	States
	{
	Spawn:
		LITS C 1 BRIGHT
		Loop
	}
}



ACTOR LightShaftNeutral2: TunnelLights 8307
{

	XScale 1.8
	YScale 2.0
	Renderstyle Add
	Alpha 0.06
	States
	{
	Spawn:
		LITS C 1 BRIGHT
		Loop
	}
}



Actor OutdoorLunch: PlantVase823 8308
{
Health 50
Scale 1.0
Height 36
Radius 28
states
	{
	Spawn:
	    GDSO B 1
		GDSO B -1
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle2", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle1", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle3", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("SFXWoodParticle4", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAA 0 A_CustomMissile ("SFXBrownSmoke", 20, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("DSBRK2")
		TNT1 A 0
		Stop
	}
}
